Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Mastering Unreal Engine 4.X

You're reading from   Mastering Unreal Engine 4.X Master the art of building AAA games with Unreal Engine

Arrow left icon
Product type Paperback
Published in Jun 2016
Publisher Packt
ISBN-13 9781785883569
Length 384 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Muhammad A.Moniem Muhammad A.Moniem
Author Profile Icon Muhammad A.Moniem
Muhammad A.Moniem
Arrow right icon
View More author details
Toc

Table of Contents (16) Chapters Close

Preface 1. Preparing for a Big Project 2. Setting Up Your Warrior FREE CHAPTER 3. Designing Your Playground 4. The Road to Thinkable AI 5. Adding Collectables 6. The Magic of Particles 7. Enhancing the Visual Quality 8. Cinematics and In-Game Cutscenes 9. Implementing the Game UI 10. Save the Game Progress 11. Controlling Gameplay via Data Tables 12. Ear Candy 13. Profiling the Game Performance 14. Packaging the Game Index

Saving and loading game data in blueprints

When it comes to save and load values for your game, C++ is the king. While anything else within Unreal Engine is faster and easier to make with blueprints, actually saving and loading data takes too many nodes within a blueprint.

It could take exactly 15 nodes to store a value to the *.sav file, and the same amount of nodes in order to load a value and use it.

So, as we started in C++ by creating a class based on the SaveGame class, the same rule applies for the blueprint method. You will need to create a blueprint based on the SaveGame class, and in that case, I named it BellzSaveGame too, just as in the C++ example.

Saving and loading game data in blueprints

Feel free to add any variables within this blueprint, as those variables will represent exactly what we were adding within the BellzSaveGame header file.

But the most important part is creating a SaveGame variable within any blueprint that will be holding a logic to save or load data.

Saving and loading game data in blueprints

Finally, do the save or load itself. In either case...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image