UE saves and loads games, automatically saves and loads sub-levels, controls flow, switches scenes, and serializes structures. This project helps users become familiar with using these features, and the structure serialization blueprint will be provided in the next version.
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- Add 'LQuickFrame' to the project plugin folder and enable the plugin.
- Right-click in the 'Content' folder, select 'QuickFrame/LSavePreset' to create a save preset.
- Configure 'LSavePreset' and add it to 'ProjectSettings/Game/LQuickFrameSettings'.
- Set 'Game Instance Class' to LGameInst in 'ProjectSettings/Maps & Modes'.
// Automatically called when loading is completevoid OnInit(bool bLoaded) // Objects that do not need to be saved during special periods use this bool IsNowCanSave() // Custom serialization for saving and loading void OnSerialize(FArchive& Ar)// Save World LSaveSystem->SaveWorld // Save Object LSaveSystem->SaveObject // Load Object LSaveSystem->LoadObject /* * New World(scene switching),Process Description * 1. Asynchronously load the scene and switch, then load sublevels. * 2. After the scene is loaded, wait for navigation data to load. * 3. Call LBaseInterface->OnInit(false) on all objects. * 4. Call LGameInst::OnGameStart */ LGameInst->NewWorld /* * Load World,Process Description * 1. read slot info,Switch scenes and automatically load sub-levels. * 2. After the scene is loaded, wait for navigation data to load. * 3. Call LBaseInterface->OnInit(true) on all objects. * 4. Call LGameInst::OnGameStart */ LGameInst->LoadWorld // Open and Close Levels LGameInst->OpenCloseLevels