These are the files that save player data. This includes the Save Point Location, Unlocks, Upgrades.
| Data Type | Description |
|---|---|
| Save Point Actor | The Actor in which the player has saved. This includes the location. |
| Player Unlocks | The List of unlocks the player currently has. |
| Player Upgrades | The List of upgrades the player currently has. |
This is the Save Game Blueprint in which the save data is stored to. There is no functionality in this blueprint and is only meant to store the variables to be used elsewhere.
There are some data fields already saved to the Save Game Blueprint. This includes the following
Save Loc - Vector: Saves the world vector that places the player at that location on beginplay
PSI_Main - Structure: The main fields the player uses
| Energy | The players current energy amount Sets the BaseSupply energy component. | Float | 100 | | --- | --- | --- | --- | | Backup Energy | The players current BatteryPack energy amount Sets the BatteryPack supply energy component | Float | 100 | | Missile Stock | The players current missile stock amount Sets the MissileStock Variable | Int | 0 | | Fuses | The player current Fuse amount Sets the Fuses Variable | Int | 3 | | CurrentZone | The zone the player is currently in Sets the CurrentZone Variable | Int | 0 |
PSI_Unlocks
| Unlocks | The unlocks the player currently has. | Gameplay Tag Container | Unlocks.BlastMode Unlocks.BoostJump Unlocks.BulletTime Unlocks.ElectroDash | | --- | --- | --- | --- | | Schematics | The Schematics the player currently has. | Gameplay Tag Container | Schematics.Battery Schematics.Door Schematics.Elevator Schematics.Enemies Schematics.Fan Schematics.Grapple Schematics.GravityWell Schematics.Hydropress Schematics.ImpulsePoint Schematics.Intercom Schematics.Rail Schematics.Spawners Schematics.TeslaCoil Schematics.VendingMachines |
PSI_Upgrades
Individual Data → Structures
When adding a new data field, if it fits into one of these structures, in the Content Drawer go from Content→Player→Data→SaveInfo→PSI_[structure type], and add the new field to the structure.
Direct Individual Data - Individual data that doesn’t fit into a structure above, but still needs to be saved. These include fields that the player doesn’t have (SaveLoc)
In order to add this data type, open BP_TGiAR_SaveGame Blueprint and add the variable to the blueprint.
New Save Structures
If the new field does not fit into one of these structures, and would be useful as another structure, create a new structure in the SaveInfo file within the player following the file path above.