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