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Serialize Game

Hello All.

I'm trying to serialize parts of my game, which is spread over several levels and game modes. I need to load each level, interrogate which objects are in the scene, and serialize them as needed. Unfortunately I cannot get the levels to load into the world correctly. I'm not certain of the order of operations below either, in particular the GEngine->WorldAdded() part, but also the general setup and loading of the levels. After the UGameplayStatics::OpenLevel call the world appears to be empty.

Can anyone offer any guidance on this?

Thank you.

 UWorld* world = NewObject<UWorld>();
             
 UWorld::InitializationValues initValues;
 initValues.AllowAudioPlayback(true);
 initValues.CreateAISystem(true);
 initValues.CreateFXSystem(true);
 initValues.CreateNavigation(true);
 initValues.CreatePhysicsScene(true);
 initValues.InitializeScenes(true);
             
 world->InitializeNewWorld(initValues);
 GEngine->WorldAdded(world);
 
 FWorldContext& wc = GEngine->CreateNewWorldContext(EWorldType::Game);
 wc.SetCurrentWorld(world);
 
 FFullyLoadedPackagesInfo fullyLoad;
 fullyLoad.FullyLoadType = EFullyLoadPackageType::FULLYLOAD_Map;
 fullyLoad.PackagesToLoad.Add(level->LevelPath);
 wc.PackagesToFullyLoad.Add(fullyLoad);
 
 UGameplayStatics::OpenLevel(world, level->LevelPath, true);
 
 TArray<AActor*> Managers;
 UGameplayStatics::GetAllActorsOfClass(world, AMyManager::StaticClass(), Managers);
 if (Managers.Num() > 0)
 {
     AMyManager* manager = Cast<AMyManager>(Managers[0]);
     *outFile << *manager;
 }
Product Version: UE 4.11
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asked Jun 05 '16 at 05:08 PM in C++ Programming

avatar image

Jerry.Richards
168 11 17 31

avatar image Jerry.Richards Jun 05 '16 at 09:49 PM

I may be getting a little closer. Sometimes I am able to serialize 6 levels worth of data before it crashes, other times, I only get a few. Here's what I have thus (which is contained within a loop over the levels):

 UWorld* world = UWorld::CreateWorld(EWorldType::Game, true);
 FWorldContext& wc = GEngine->CreateNewWorldContext(EWorldType::Game);
 wc.OwningGameInstance = gameInstance;
 wc.SetCurrentWorld(world);
 
 //APlayerController* pc = wc.World()->SpawnActor<APlayerController>(APlayerController::StaticClass());
 //wc.World()->AddController(pc);
 
 UPendingNetGame* pending = nullptr;
 FString Error;
 if (GEngine->LoadMap(wc, *level->LevelPath.ToString(), pending, Error))
 {
     // the below causes an error which is something I wouldn't expect to
     //AMyGameMode* gameMode = (AMyGameMode*)UGameplayStatics::GetGameMode(world);
     //*outFile << *gameMode;
 
     // getting the World Settings, then getting the game mode is a workaround
     TArray<AActor*> WorldSettings;
     UGameplayStatics::GetAllActorsOfClass(wc.World(), AWorldSettings::StaticClass(), WorldSettings);
     if (WorldSettings.Num() > 0)
     {
         AWorldSettings* worldSettings = Cast<AWorldSettings>(WorldSettings[0]);
         AMyGameMode* gameMode = (AMyGameMode*)worldSettings->DefaultGameMode.GetDefaultObject();
         *outFile << *gameMode;
     }
 
     TArray<AActor*> Managers;
     UGameplayStatics::GetAllActorsOfClass(wc.World(), AMyManager::StaticClass(), Managers);
     if (Managers.Num() > 0)
     {
         AMyManager* manager = Cast<AMyManager>(Managers[0]);
         *outFile << *manager;
     }
 }
 
 GEngine->DestroyWorldContext(wc.World());
 
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