Ue4 Save an Entire Level?

You might want to use level streaming rather than scenes. From what you’re saying, it’s a relatively similar concept, but level streaming is a lot more fleshed out and easier to control for game type aspects. Scenes might not be the best route for you to go between levels.

Only trouble is the game is very far down the line in that respect, and the way it is designed relies on there being separate scenes due to the way the way the game is built. The universal settings between each scene is radically different and it would take far too long to manually change everything so it would fit in the same scene. It wouldn’t be an issue if I was just starting a project, but sadly this isn’t the case :confused:

Hi all,

I have a good few levels on my game, it is an open world side scrolling adventure game that utilizes backtracking and permanence. With that in mind it should be understood that there is a lot that happens on each level, actors get moved around, things get picked up, structures get destroyed. Frankly, it’s a lot of stuff that needs to be saved, so I was curious if there is a way to save all of this information between levels re-loading. Like, literally the entire level; to somehow keep it unchanged from its last state when it is re-loaded.

It seems like too much work to give every possible actor in the scene a few variables to save their states, especially given the complexity of some of the actors and the unpredictability of their new states (such as those created with destructible mesh).

I primarily use blueprints but if I must use physical coding to do this, I may well have to (but blueprints are heavily desired as my knowledge of coding is extremely limited). I have basic data saved to the character as they navigate between levels, but the levels themselves re-set eachtime it is returned to.

Does anyone have a good solution for this? Thank you.

This provides some slightly more taxing answers and also requires some C++ coding.

The best way that I’ve found is level streaming though in your instance. Instead of having different maps, you have certain locations that you would move to and the level will be loaded when you are near or on that location. That way all of your level variables are saved when you move between locations (since streaming keeps the same parameters when you return to them).

This method looks good, but honestly it is far beyond my coding ability. I have never coded in C++ before and I don’t know if I can dedicate any more time to a new field. I’m sure I could learn some of it, but I am frankly out of time as it is. I am already doing all of the Modelling, Texturing, Sound Design, Blueprints, Level Design, Concept art, Interface and so on. This is a one man project and I am trying to build it to a relatively high standard is the respects mentioned.

I appreciate the answer, it looks very promising, but I must ask if you have any other trivial/less effective methods that are possible through blueprints or anything else of that nature, I’m not even bothered if it is fairly inefficient, and the game is more of a personal project/show-reel piece. I don’t mind splashing here and there as long as it keeps the game working.

If there genuinely aren’t any other answers I will approve your answer and hope that it will help others that find this thread, but I would love to know if you know of any other methods that will better suit my needs.

Well, like I said, I think level streaming is right up your alley. It’s a good way to do what you are trying to do. Epics content example pack has some examples of it and there are bound to be a lot of tutorials over it. Good luck though!

Thanks buddy. Will give it a shot.

Just wanted to make a quick follow-up reply. I feel I miscommunicated the structure of my game (Or maybe it doesn’t matter regardless).

Although my game is open-world, the levels are still separated by scenes. All of my levels are on different scenes and they player has the full freedom to travel between them. Level streaming looks awesome and I am sure I will use it in the future, but I am not sure if it is appropriate for my current project, due to the fact it is broken up into different scenes.

I may have this all wrong and It may not matter that it is a different scene. It’s just that all the examples I have found take place over a large map that people have used volumes in order to isolate the chunks of their levels.

Is it possible to use scenes rather than volumes? This seems like the best way to get a straight answer at the moment. Haha.

Thanks again.