A simple and open source save system for UE4. Geared towards large single player RPGs.
BruSaveGameManager is a class you should create a child of. This will allow you to override the methods that fill saves and load data from saves so that you can include your own save data.
Additionally you should create your own GameInstance and initialize the save system during Init(). Should look something like this:
class JUMPER_API UJPGameInstance : public UGameInstance
{
GENERATED_BODY()
public:
virtual void Init() override;
bool bSavedGameWasLoaded = false;
UFUNCTION(BlueprintCallable, Category = "Saved Games")
UBruSaveGameManager* GetSavedGameManager();
private:
UPROPERTY()
UBruSaveGameManager* SavedGameManagerInstance;
};
void UJPGameInstance::Init()
{
GetSavedGameManager();
}
UBruSaveGameManager* UJPGameInstance::GetSavedGameManager()
{
if (!IsValid(SavedGameManagerInstance))
{
SavedGameManagerInstance = NewObject<UBruSaveGameManager>(GetTransientPackage(), UBruSaveGameManager::StaticClass());
SavedGameManagerInstance->WorldContext = GetWorldContext();
SavedGameManagerInstance->Init();
}
return SavedGameManagerInstance;
}
Follow https://docs.unrealengine.com/latest/INT/Programming/Development/CodingStandard/ and https://github.com/Allar/ue4-style-guide
BSD 2-Clause License
Copyright (c) 2017, Michael Brune All rights reserved.
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Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
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