UObject class IDs for saving and loading?
The saving and loading system that we implemented is explained here.
One of the issues that we are having with this system is that to know what class of actor to spawn when we load back in, we look at the actual class path that gets saved. But if we decide to rename one of our actor classes or change its path, then we would break the entire system for old save files when the new version of the game with the changed class path tries to load the old file.
Does anyone have a good solution to combat this issue?
asked Dec 24 '17 at 01:25 AM in C++ Programming
I don't know if this would help for your specific case but doing an SaveLoad system for a RPG I've thought at the following:
I'm not entirely sure that my system is good for the average game, or your specific game, since you can't leverage the '<<' operator or the 'SaveGame' property, but it is what I need for my specific game. I don't know if it can help your case, but who knows, someone might get an idea :)
Also it doesn't support serialization of the animation state. If you have a character in the middle of a weapon swing, it's though luck, doesn't work. Still browsing around for a solution to that problem, I can't seem to find one.
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