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Successfully coded a SaveGame framework

I'm happy today because, after several nights of tinkering, I have built a SaveGame framework for a game in UE4 that, so far as I can tell, seems robust and complete.

It copes with four slots for game data, accessed via buttons with rollovers. It has a master slot that manages the availability of the other four.

If any are deleted, the framework can cope and not exclude access to the others.

The player can remove the slots during the game, create new slots if there are empty ones, and load gamedata from existing slots.

The remove process has tickboxes to allow marking of slots to remove (more than one at a time is possible) followed by a Confirm button. If the tickboxes are checked and the player presses Cancel, the button states get reset properly.

Variables from the game are preserved and saved correctly.

The UI functionality is very fast, and only two delays are built in to allow notification of successful loading and saving. The menu uses Cinematic Mode via the level graph to pause the game when exposed, rather than the Pause Game function.

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