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Custom SaveGame mechanism


I'm trying to implement my own SaveGame mechanism by building on the existing one.

Basically, what I'm trying to achieve is to be able to store saved game data in a database, rather than in the files, as it seems that the engine does by default when you call UGameplayStatics::SaveGameToSlot

I was following this tutorial on the topic of saving/loading games and basically, all I want to do is find a way to serialize the SaveGame object, and then handle the rest.

Now, I'm not really going to be connecting the UE server to MySQL directly. I have a login server which I wrote in GoLang which will also accept socket connections from the server to retrieve relevant data.


How do I override the UGameplayStatics::SaveGameToSlot functionality? I tried to create a child class off of UGameplayStatics class, but it doesn't appear in the add class wizard in the Editor. Should I just create a class directly in Visual Studio?

Or, is there a more streamlined way of overriding the save game functionality?

Any input/suggestion/link to resources on the subject, or the subject of serialization of classes in UE4 will be greatly appreciated.

Product Version: UE 4.18
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asked Dec 07 '17 at 07:29 AM in C++ Programming

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