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Save StaticMeshActor translation / rotation

Hello guys,

I made my save / checkpoint BP script based upon these tips - link text - works perfectly, outstanding work. I tweaked things or two and now I need to solve one last thing.

How to include a desired Actor's translation / rotation / scale per level into a save file once save process is initiated by a blueprint? Let me simply explain what I want to achieve:

Example: alt text

As you can see, when I move the ball and than overlap the checkpoint, game saves, I leave the game, hit continue, game continues at right place (mostly) etc but the ball (StaticMeshActor with simulated physics) is back at it's original state. I would like the engine to grab the ball's translation / rotation state in the moment I overlap the checkpoint and save it into save file. Logic says to me that I need to have Actor's state at the moment of save, save it into file and once the game continues shift the actor to the saved translation / rotation state. I just don't know how to properly set this. I do not require the ball to be active at it's new position (as it is rolling in the moment I overlap the checkpoint), just translated / rotated and placed there where it was. Tweaking details can come later.

I admit that this is kinda over my skill, maybe It's simple and I just can't see the solution. I'm not very into programming. I would like to achieve a bit of realism in matter of maintain player's action consequences durring gameplay - if paused and resumed - until the player leaves the current level.

If possible, it would be great to set the process for an Array of objects to avoid setting each single actor on it's own, but... meeh.

Is this possible to be achieved by blueprint? I can't do C++ cuz that is like shop for girls to me...

Guys, any tips would be appreciated. I tried many things but there is so many options that I simply can't figure it out. I also presume that I will probably require specific attitude regarding used saving procedure.

Thanks a lot for any thips!

Product Version: UE 4.9
ball_location.jpg (610.8 kB)
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asked Oct 03 '15 at 07:04 PM in Blueprint Scripting

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avatar image rysmith25 Oct 03 '15 at 10:11 PM

Since I can't post my own question I'll post here, since it is somewhat similar. I need to get the hit results from a line trace and use that to set actor location and rotation. I have a mirror actor with a spot light and texture that I need to face in the same direction and start location as the reflected line trace. Any thoughts? alt text

avatar image Sean L ♦♦ STAFF Oct 07 '15 at 01:01 PM

Hello rysmith25,

This does not seem to be the exact issue that is being had in this post. The best way for you to get assistance for your question is to post a new report in the Using UE4 section of AnswerHub. If you are still having trouble posting to AnswerHub, please contact me by PM through the forums so we can sort the issue out.

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1 answer: sort voted first

Not sure how to link this up with a save system but this is how I get the location and rotations of objects:

alt text

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answered Oct 04 '15 at 03:03 PM

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avatar image Khimari Oct 07 '15 at 12:16 PM

Thanks for the tip. I found a few days ago that I'm not even able to save and recall just one object. I stopped to try cuz I needed to fix some stuff with menu widgets, but I will get back to this and once I find the way I'll post some update.

avatar image Steve_T Oct 07 '15 at 02:27 PM

No problem!!

Edit: dropping this page here in case you haven't seen it: Save Game

You could try creating those two variables in this blueprint and save them there possibly.

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