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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Abstract subclass of USaveGame that provides utility functions that let you associate a Save Game object with a specific local player. These objects can also be loaded using the functions on GameplayStatics, but you would need to call functions like InitializeSaveGame manually. For simple games, it is fine to blueprint this class directly and add parameters and override functions in blueprint, but for complicated games you will want to subclass this in native code and set up proper versioning. More...
Static Public Member Functions | |
Static Functions | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from USaveGame | |
| static UClass | StaticClass () |
| Static Public Member Functions inherited from UObject | |
| static UClass | StaticClass () |
Public Attributes | |
Variables | |
| const FString | SaveSlotName |
| The slot name this was loaded from and that will be used to save to in the future. | |
| const int | SavedDataVersion |
| The value of GetLatestDataVersion when this was last saved. Subclasses can override GetLatestDataVersion and then handle fixups in HandlePostLoad. This defaults to 0 so old save games that didn't previously subclass ULocalPlayerSaveGame will have 0 instead of the invalid version. | |
| Public Attributes inherited from UObject | |
| const UClass | Class |
| const UObject | Outer |
| const UPackage | Outermost |
| const UPackage | Package |
| const UWorld | World |
| const FName | Name |
| const bool | IsRooted |
SaveGame|LocalPlayer | |
| const int | LatestDataVersion |
| Returns the latest save data version, this is used when the new data is saved. | |
| const APlayerController | LocalPlayerController |
| Returns the local player controller this is associated with, this will be valid if it is ready to save. | |
| const FPlatformUserId | PlatformUserId |
| Returns the platform user to save to, based on Local Player by default. | |
| const int | PlatformUserIndex |
| Returns the user index to save to, based on Local Player by default. | |
| const int | InvalidDataVersion |
| Returns the invalid save data version, which means it has never been saved/loaded. | |
| void | OnPostSave (bool bSuccess) |
| Blueprint event called after saving finishes with success/failure result. | |
| int | GetInvalidDataVersion () const |
| Returns the invalid save data version, which means it has never been saved/loaded. | |
| int | GetLatestDataVersion () const |
| Returns the latest save data version, this is used when the new data is saved. | |
| APlayerController | GetLocalPlayerController () const |
| Returns the local player controller this is associated with, this will be valid if it is ready to save. | |
| FPlatformUserId | GetPlatformUserId () const |
| Returns the platform user to save to, based on Local Player by default. | |
| int | GetPlatformUserIndex () const |
| Returns the user index to save to, based on Local Player by default. | |
| int | GetSavedDataVersion () const |
| Returns the game-specific version number this was last saved/loaded as. | |
| FString | GetSaveSlotName () const |
| Returns the save slot name to use. | |
| bool | IsSaveInProgress () const |
| Returns true if a save is in progress. | |
| void | OnPostLoad () |
| Blueprint event called after loading, is not called for newly created saves. | |
| bool | AsyncSaveGameToSlotForLocalPlayer () |
| Asynchronously save to the slot and user index. This will return true if the save was requested, and errors should be handled by the HandlePostSave function after the save succeeds or fails. | |
| void | OnPreSave () |
| Blueprint event called before saving, do any game-specific fixup here. | |
| void | OnResetToDefault () |
| Blueprint event called to reset all saved data to default, called when the load fails or manually. | |
| void | ResetToDefault () |
| Resets all saved data to default values, called when the load fails or manually. | |
| bool | SaveGameToSlotForLocalPlayer () |
| Synchronously save using the slot and user index, stalling the main thread until it completes. This will return true if the save was requested, and errors should be handled by the HandlePostSave function that will be called immediately. | |
| bool | WasLastSaveSuccessful () const |
| Returns true if it has been saved at least once and the last save was successful. | |
| bool | WasLoaded () const |
| Returns true if this was loaded from an existing save. | |
| bool | WasSaveRequested () const |
| Returns true if a save was ever requested, may still be in progress. | |
| static bool | AsyncLoadOrCreateSaveGameForLocalPlayer (TSubclassOf< ULocalPlayerSaveGame > SaveGameClass, APlayerController LocalPlayerController, FString SlotName, FOnLocalPlayerSaveGameLoaded Delegate=FOnLocalPlayerSaveGameLoaded()) |
| Asynchronously loads a save game object in the specified slot for the local player, if this returns true the delegate will get called later. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed. | |
| static ULocalPlayerSaveGame | LoadOrCreateSaveGameForLocalPlayer (TSubclassOf< ULocalPlayerSaveGame > SaveGameClass, APlayerController LocalPlayerController, FString SlotName) |
| Synchronously loads a save game object in the specified slot for the local player, stalling the main thread until it completes. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails. | |
Additional Inherited Members | |
| Public Member Functions inherited from UObject | |
| bool | MarkPackageDirty () const |
| void | RemoveFromRoot () |
| bool | GetIsRooted () const |
| bool | IsTransient () const |
| bool | Modify (bool bAlwaysMarkDirty=true) |
| void | SetTransactional (bool bTransactional) |
| bool | IsSupportedForNetworking () const |
| UClass | GetClass () const |
| UObject | GetOuter () const |
| UObject | GetTypedOuter (TSubclassOf< UObject > Target) const |
| Traverses the outer chain searching for the next object of a certain type. | |
| UPackage | GetOutermost () const |
| UPackage | GetPackage () const |
| void | AddToRoot () |
| UWorld | GetWorld () const |
| FName | GetName () const |
| FString | GetFullName (const UObject StopOuter=nullptr) const |
| FString | GetPathName (const UObject StopOuter=nullptr) const |
| bool | IsA (const UClass Class) const |
| Returns true if this object is of the specified type, or a child of that type. | |
| void | SaveConfig () |
| void | LoadConfig () |
| void | ReloadConfig () |
| void | CopyScriptPropertiesFrom (const UObject OtherObject) |
| void | opCast (?&Address) const |
| FString | ToString () const |
Abstract subclass of USaveGame that provides utility functions that let you associate a Save Game object with a specific local player. These objects can also be loaded using the functions on GameplayStatics, but you would need to call functions like InitializeSaveGame manually. For simple games, it is fine to blueprint this class directly and add parameters and override functions in blueprint, but for complicated games you will want to subclass this in native code and set up proper versioning.
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static |
Asynchronously loads a save game object in the specified slot for the local player, if this returns true the delegate will get called later. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed.
| bool AsyncSaveGameToSlotForLocalPlayer | ( | ) |
Asynchronously save to the slot and user index. This will return true if the save was requested, and errors should be handled by the HandlePostSave function after the save succeeds or fails.
| int GetInvalidDataVersion | ( | ) | const |
Returns the invalid save data version, which means it has never been saved/loaded.
| int GetLatestDataVersion | ( | ) | const |
Returns the latest save data version, this is used when the new data is saved.
| APlayerController GetLocalPlayerController | ( | ) | const |
Returns the local player controller this is associated with, this will be valid if it is ready to save.
| FPlatformUserId GetPlatformUserId | ( | ) | const |
Returns the platform user to save to, based on Local Player by default.
| int GetPlatformUserIndex | ( | ) | const |
Returns the user index to save to, based on Local Player by default.
| int GetSavedDataVersion | ( | ) | const |
Returns the game-specific version number this was last saved/loaded as.
| FString GetSaveSlotName | ( | ) | const |
Returns the save slot name to use.
| bool IsSaveInProgress | ( | ) | const |
Returns true if a save is in progress.
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static |
Synchronously loads a save game object in the specified slot for the local player, stalling the main thread until it completes. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails.
| void OnPostLoad | ( | ) |
Blueprint event called after loading, is not called for newly created saves.
| void OnPostSave | ( | bool | bSuccess | ) |
Blueprint event called after saving finishes with success/failure result.
| void OnPreSave | ( | ) |
Blueprint event called before saving, do any game-specific fixup here.
| void OnResetToDefault | ( | ) |
Blueprint event called to reset all saved data to default, called when the load fails or manually.
| void ResetToDefault | ( | ) |
Resets all saved data to default values, called when the load fails or manually.
| bool SaveGameToSlotForLocalPlayer | ( | ) |
Synchronously save using the slot and user index, stalling the main thread until it completes. This will return true if the save was requested, and errors should be handled by the HandlePostSave function that will be called immediately.
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static |
| bool WasLastSaveSuccessful | ( | ) | const |
Returns true if it has been saved at least once and the last save was successful.
| bool WasLoaded | ( | ) | const |
Returns true if this was loaded from an existing save.
| bool WasSaveRequested | ( | ) | const |
Returns true if a save was ever requested, may still be in progress.
| const int InvalidDataVersion |
Returns the invalid save data version, which means it has never been saved/loaded.
| const int LatestDataVersion |
Returns the latest save data version, this is used when the new data is saved.
| const APlayerController LocalPlayerController |
Returns the local player controller this is associated with, this will be valid if it is ready to save.
| const FPlatformUserId PlatformUserId |
Returns the platform user to save to, based on Local Player by default.
| const int PlatformUserIndex |
Returns the user index to save to, based on Local Player by default.
| const int SavedDataVersion |
The value of GetLatestDataVersion when this was last saved. Subclasses can override GetLatestDataVersion and then handle fixups in HandlePostLoad. This defaults to 0 so old save games that didn't previously subclass ULocalPlayerSaveGame will have 0 instead of the invalid version.
| const FString SaveSlotName |
The slot name this was loaded from and that will be used to save to in the future.