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Dear Community,
I have been hard at work making UE4 C++ Code tutorials!
I have added many pages of entirely code-focused tutorials, including both .h and .cpp,
to the UE4 Wiki Code Page!
https://wiki.unrealengine./Category:Code
**UE4 C++** The entire focus of these tutorials is UE4 C++, not just regular C++. Using my code samples will help you get a feel of how UE4 C++ works and help you get integrated with the UE4 API. **Code Example
Custom Save System To Compressed Binary File**
Here’s a sample of the kind of code I am posting on the Wiki Code page:
is a code sample for how to Save any game data you want from UE4 C++ to a compressed binary filename of your choosing.
bool ControllerClass::SaveGameDataToFileCompressed(const FString& FullFilePath, int32& SaveDataInt32, FVector& SaveDataVector, TArray<FRotator>& SaveDataRotatorArray ){ FBufferArchive ToBinary; SaveLoadData(ToBinary,NumGemsCollected,PlayerLocation,ArrayOfRotationsOfTheStars); **//Pre Compressed Size** ClientMessage("~ PreCompressed Size ~"); ClientMessage(FString::FromInt(ToBinary.Num())); // **// Compress File //tmp compressed data array** TArray<uint8> CompressedData; FArchiveSaveCompressedProxy Compressor = FArchiveSaveCompressedProxy(CompressedData, ECompressionFlags::COMPRESS_ZLIB); **//Send entire binary array/archive to compressor** Compressor << ToBinary; **//send archive serialized data to binary array** Compressor.Flush(); // **//Compressed Size** ClientMessage("~ Compressed Size ~"); ClientMessage(FString::FromInt(CompressedData.Num())); if (!GFileManager) return false; **//vibes to file, return successful or not** if (FFileHelper::SaveArrayToFile(CompressedData, * FullFilePath)) { **// Free Binary Arrays ** Compressor.FlushCache(); CompressedData.Empty(); ToBinary.FlushCache(); ToBinary.Empty(); **// Close Buffer ** ToBinary.Close(); ClientMessage("File Save Success!"); return true; // } else { **// Free Binary Arrays ** Compressor.FlushCache(); CompressedData.Empty(); ToBinary.FlushCache(); ToBinary.Empty(); **// Close Buffer ** ToBinary.Close(); ClientMessage("File Could Not Be Saved!"); return false; // } } **Summary** Enjoy! 