x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

how to keep destroyed actor from re - spawning after saving and loading?

hi , I have some " key " blueprint pickups that destroy on overlap and in turn , destroy doors that I overlap after getting the keys. these are set in arrays and listed in a struct and enums. so I can just add new key names and select which key will open which door. this all good , but when I save , then reload the keys and doors respawn again. So i'm trying to figure how to keep them from respawning after saving the game and reloading . I've heard some talk about Fgameplay tags and containers , or giving each actor a unique ID or name and checking that list to see if they are destroyed. But I don't know how to implement these things or where to put them . Does anyone know how to do this? or is there any tutorials about this? I've posted these questions on the regular forums , but have not gotton any replies. thanks for any help.

Product Version: UE 4.19
Tags:
more ▼

asked Oct 06 '18 at 01:57 AM in Blueprint Scripting

avatar image

razmaz51
1 1 4

avatar image razmaz51 Oct 09 '18 at 01:38 AM

the save system is part of a plugin that has a BP_Savegame , but adds 2 functions to the BP_character . On Savegame Save and Event On Savegame Load. Everything that's saved goes between the OnSavegameSave node and Return node , (circled In first picture). and the load data goes between the Event OnSavegameLoad node and Set Actor Location nodes(circled in the second picture. alt text

avatar image razmaz51 Oct 09 '18 at 01:44 AM

It all saves fine , but I cant figure out how to keep those things destroyed so they don't spawn after a save game and reload. In the picture above the "chemicals " array has a list of each chemical name on the level. but the "owned keys" array does not have a list in it, and is listed in an "EKeytype" Enumerator as shown in the pic below. alt text

(comments are locked)
10|2000 characters needed characters left

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question