Saving complex puzzle game with Blueprint
Hi there, I know the system in Unreal with blueprint by using the node save game to slot etc. I watched some tutorials about it but it's still unclear to me since every tuto I watched shows the same. A simple store value for one actor into a slot/variable. My question is, I am currently developing a puzzle game in which a lot of object, light etc will be moving a lot. Do I have to store every single actor inside each different save slot with a different name? Or save all the same actor type inside an array ? Or does it exist an easier way to do it. I'm pretty noob in term of saving loading system. Also for loading, do I need to have in each actor a "begin play" that loads the position of the actor based on the save file?
Thanks a lot for your help. I m a bit confused here.
asked Jun 06 '17 at 08:31 AM in Blueprint Scripting
You have to store all the required info to regenerate the world as is. For example, let us say you have 1000 cubes of size <1, 1, 1> in your world that you want to store. You have to write down 1000 vectors and rotators that you can use to spawn the actors where they used to be when you saved.
If each actor has a scale and a special mesh, then you have to find some way to encode the mesh, maybe as an index in a mesh array, and store that with the scale.
I hope this makes it a bit clearer.
answered Jun 06 '17 at 08:36 AM
Consider using a STRUCT stored inside a MAP of STRINGS. In my opinion, it's the best way to save and load data.
answered Jun 22 '18 at 05:05 AM
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