I've been using Unreal for a little over a year and have started my first major game (I've done a bunch of little side quest projects). I remember watching a video of yours when I first started learning, and I had to take notes, stop every few minutes to figure out what you we teaching, etc. Now I can just watch a video and understand what I need to do. It's crazy how you go from feeling completely overwhelmed to feeling like all of this is natural.
@@GorkaGames Im trying to go further and load it from a menu, but I dont understand how to make my character spawn at the saved location. Maybe Im not casting to BP_Player properly or something. Any help?
THIS IS A GODSENT, As a beginner, I absolutely HATE when what should be a simple tutorial turns into 16 different functions, 62 different events, called on 8 graphs at the same time, with 645 project settings changed and 85 nodes interchangeably called by dispatchers on all 3 instances of the engine running at the same time just to get a fucking ball to move from left to right when I click load AND they don't explain ANY of it. Thanks for this, this helped me a lot.
We built a Character Select where the player can select between 2 female and 2 male characters to play as. When start, it has a male character in the Character Select. Pick a character, save and start game. We can equip armor and weapons and do prototype quests, use heals and weapons. Save and exit. When we restart, it does not start with the character you selected, it starts with that same Start Male it starts with in the Character Select. We are obviously not getting it to Update the Skeletal Mesh in the part of the code that it calls from when the game starts. We have worked on this for two weeks and decided to start asking questions to anyone who might know.
Thank you, Thank you, Thank you, Thank you, I was messing with save games for an hour, having no clue why I cant load my save, then I came across your video and saw that you type "save1" instead of putting a string variable into the events and it works!
Thank you so much for making these videos! I watched your other video tutorials as well and they really helped me learn UE5, please keep making more videos, it will continue to help many people!
I like that you left the error in and fixed in front of us that was an adventure and great info (I got a good laugh because you teleported to the middle of nowhere been there before with other code :) ). thank you!
Thanks to you, I managed to create a VERY rudimentary save system on a map as I test play! By that, I mean it just saves and loads when I press O and P respectively. It also saves on Begin Play, so it seems to eat the save every time I change maps for now, but I AM still just learning this stuff. It's fascinating! Thanks very much for the insight!
Great tutorial ! but I do have one question. I am making some sort of sandbox/survival game where you can place objects around, each different objects can have an infinite amount of themselves placed by the player. Is there a way to make a system that creates new variables for objects positions each time an object is placed ? thanks
Thanks!! What you would need to do is to have an array/ list of items that adds up everytime you place them in the world, and then save them individually
@@GorkaGames I am doing something similar. It only pulls the first item in the array? I tried using a for each loop but it's not working. Any help would be appreciated.
Will this work with anything? For example your building system video and your rpg series' questing system? If i build something with that, can i use this system to save the progress technically?
Great tutorial! I just have a question: My game is multiplayer and when I save the game on the server side it saves for all clients too. Any idea how i can fix this?
This would be awesome. Or like how an mmo saves. Automatic, in the background and you can log out whenever you want and that action alone saves as well
If you use the built in exit game in the editor (esc), you really can't have an autosave. However, if you make a custom event (let's say, escape key) to exit the game, you can create your own custom logic on game exit. The *Quit Game* node at the *very end of the logic chain* is crucial in order for this to work. This allows you to implement logic for saving a game. I would definitely recommend creating a reusable function for this though, because lazy programmers are the most efficient programmers.
@@GorkaGames when i add a physics thingy for mesh it majes the legs lock and looks weird and when i simulate ragdoll in game it just lays to ground horizontally or looks like a liquid simulation explodes every where and leaks everyewhere
Cool video thanks! In terms of hard drive, where this file will be saved in the disk in which folder etc? Also this will data will stay also once the game has been closed and reopened?
Hi! I created a point system in the GameInstance, with a TotalPoints (integer) variable. My question is: how can I save this automatically and load it back when I re-enter the game? Thanks!
Hey I have made a pause menu using ur tutorial and have added a Save Button to it and would like to save using that button, how do i do that instead of using the 'R' Key in this tutorial the BP Save and Get Transform are showing 'ERROR' if I use 'on clicked' in the Save Button
Hi, are the files after the game is packaged in a directory on disk C or even in the project file itself? If so which one? Or if not, would it be possible to do this?
thank you for these videos i would like to know how can i access the slot i created , like if the player want to press create new game and i want to reset the slot to its default values which is stored in BP_Save , how can i do it?
how can we save the current level open too i have a game that house are different levels when you go in when i load i want it to open the level they saved in too
Great Video. Thanks for sharing. I have a question. How can I get it to auto load when I exit and come back to the game without pressing any buttons? (i.e would be loadout menu). Soldier selected rifle, extra mag, and a scope. how can I keep this selection when I load again.
the loading already happens in the begin play, so when the players join. Sp you can turn off the key for loading. And then for saving, just call the save event every 5 seconds with a retrigible delay
Unfortunately we cannot save all the variables at once, we have to save them indvidually. That`s why many games have many issues on saving and loading the progress..
Thanks for this! I created a save system I think is really fuckin cool but I’m curious how it will be usability wise, so far I’m only saving some stats but here’s basically how it works: First I added some basic stuff to a PlayerStatsComponent - Name, Combat Level, Current/Max HP, Stamina, Current/Max Combat Focus (will be the mana system it’ll build up to be spent in combat) I created an enum, EPlayerSkills, with that I populate with a list of skills. Then I made FPlayerSkills Struct which has an EPlayerSkills reference for the Skill ID, and then values like Level, MaxLevel, EXP etc) Then I made another Struct (FPlayerStats) which contains those basic variables I added to the component and an Array of FPlayerSkills Structs (also added that to the component) so the save game currently only has one object in it, stats. When the save game is created we loop through the number of entries in EPlayerSkills (-1 since it’s counting from 1) and add to the FPlayerSkills array an entry in the save using the index value to set the EPlayerSkills for that entry to the correct one, I got it saving and loading but man is it complicated to work with so far. I’ve managed an AddSkillXP which takes an EPlayerSkills and Integer input, breaks the characters current FPlayerStats, grabs the entry in the FPlayerSkills array at EPlayerSkills Input( to Byte then to Int), breaks that, adds the exp and saves. It works but idk how efficient it is code execution wise, for the small convenience of being able to add a skill and all its variables to the character save by adding an enumerator and naming the enumeration
Yeah, if you have the load game in the begin play of your level, automatically when you open the level from the main menu you will load your save, which is the case right now of this tutorial. So basically you will just have to open your level from the main menu, I have a tutorial on that: th-cam.com/video/zWI-36fIoDQ/w-d-xo.html
@@GorkaGames how that can the main menu if i wanna make continue button i must add ope level node and its want level name so if i was in level 2 how that canbe?
This really helped alot.... I am changing a static mesh postion in the level and saving its position. Other thing I'm trying to create is changing material of that static mesh inside the game by using Set material. Now I am trying to save its current material. How can i do that?
Hi there - So I have made a level, it's quite detailed - A store - I need to make it so that the scene can be 'walked around in' via a web link? How would I do this - Basically my client wants to walk around remotely from a web link - Thank you for your tutorials, they are fantastic!! :)
When saving i get this error: Anyone knows a fix?? Blueprint Runtime Error: "Attempted to assign to None". Node: Set Player POS Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter
Help! is that works if i did change the game and then turned off my pc, when i will open the game again, are these changes will be there too inside my project ? or everything will be gone at the zero point?, i asked that question because i wanna sell my game in steam ,and i wanna a save system that will save their progress inside the game
How can I save the camera rotation? Im using Get Player Camera Manager, and changing the world transform. I made the debug print text to read the player camera manager world transform. When I press the load file button, for one frame it changes to the previously stored BP_Save camera transform (which also reads the value when I pressed save), but after that the camera manager just resets back to the moment I pressed load. It reads the saved value but immediately updates to where my camera is currently facing.
Hi Gorka, I followed your tutorial and it works but I always get an error: Accessed None trying to read property BPSave". Node: Set Actor Transform Graph: SavegameSystem Function: Execute Ubergraph BP Example Player Blueprint: BP_ExamplePlayer How come?
cheers. but this don't work in a package build, anyone got pointers how to get this working in a package, is it something to do with game instance and also each variable needs to be set as a serilaised for savegame versible!? :)
I managed to save player position but I can the save the game level 😢 I tried other tutorials and it doesn't work, can anyone show me the blueprint nodes for saving the level in unreal 5? ❤
I am on 5.2 and I just fall through. I am thinking they made some changes from this video perhaps. I get these errors. Blueprint Runtime Error: "Accessed None trying to read property BP Save". Node: Set PlayerPos Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter Blueprint Runtime Error: "Attempted to assign to None". Node: Set PlayerPos Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter Blueprint Runtime Error: "Accessed None trying to read property BP Save". Node: Set Actor Transform Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter
How can i make an save system, that saves the game and the level every 5 minutes? Like, it saves the game, and when you enter the game again, you will be in the same level you was before exiting.
like this one there is some 'access none' error as I suspect there is something going on with permissions, but google is too busy giving me SEO's to actually give me a useful answer.
Hi all! I realized that the info position is kept if you change level (instead of appearing at the PlayerStart you will have an offset in the new level world which is on the way and on top of that the new position is not resetting when you stop and restart the simulation. I'm not sure how to savely but my player back to the PlayerStart now. Anyone encounter this issue?
Yeah, at the start there are lots of things to learn and it can be a bit fulstrating, but its an awesome journey! Yeah good idea, I might be doing a blueprint beginner course, and now that you have mentioned, I might start making some c++ tutorials every now and then, and a beginner guide 👀🤔
I keep getting teleported to 0,0,0 when loading the level, tried everything i could, UE 5.2.1 edit: set a bind to delete save game, delete it then try again, that'll fix it
I'm getting error The property associated with Player Pos could not be found in '/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter_C' The property associated with Player Pos could not be found in '/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter_C' [2449.84] Compile of BP_ThirdPersonCharacter failed. 2 Fatal Issue(s) 0 Warning(s) [in 533 ms] (/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter)
The SaveGame blueprint already made is "like a blueprint", but can anyone explain why it isn't? Are variables permanently stored in it through level changes, and loads or something?
I've been using Unreal for a little over a year and have started my first major game (I've done a bunch of little side quest projects).
I remember watching a video of yours when I first started learning, and I had to take notes, stop every few minutes to figure out what you we teaching, etc. Now I can just watch a video and understand what I need to do.
It's crazy how you go from feeling completely overwhelmed to feeling like all of this is natural.
Feeling exactly the same xD
Haha so there is hope?!
@@Thatsunrealdude Trust me, I can create every game I want meanwhile. And I started using it in January. I used it everyday
@@aurustarsia5244 🙏
@@aurustarsia5244 Dude same thing! I started in march been spending 10-12 hours on it each day lol. Im addicted
Dude! You are an angel of UE5! In a month I came out from knowing nothing to understanding something!
I'm glad that you are finding them useful!
@@GorkaGames Im trying to go further and load it from a menu, but I dont understand how to make my character spawn at the saved location. Maybe Im not casting to BP_Player properly or something. Any help?
@@GorkaGamesIf a game character dies but has saved, will the character respawn back where he died?
I really like you showing mistakes/bugs you're making. It's really helpful to see what and why can go wrong!!
THIS IS A GODSENT,
As a beginner, I absolutely HATE when what should be a simple tutorial turns into 16 different functions, 62 different events, called on 8 graphs at the same time, with 645 project settings changed and 85 nodes interchangeably called by dispatchers on all 3 instances of the engine running at the same time just to get a fucking ball to move from left to right when I click load AND they don't explain ANY of it.
Thanks for this, this helped me a lot.
Dude I'm new in Unreal Engine, I must Say your content is gold 👌🏾
Thank you so much! I really appreciate it!! Good luck on your UE journey 😄
Totally agree !!!!
We built a Character Select where the player can select between 2 female and 2 male characters to play as. When start, it has a male character in the Character Select. Pick a character, save and start game. We can equip armor and weapons and do prototype quests, use heals and weapons. Save and exit. When we restart, it does not start with the character you selected, it starts with that same Start Male it starts with in the Character Select. We are obviously not getting it to Update the Skeletal Mesh in the part of the code that it calls from when the game starts. We have worked on this for two weeks and decided to start asking questions to anyone who might know.
Thank you, Thank you, Thank you, Thank you, I was messing with save games for an hour, having no clue why I cant load my save, then I came across your video and saw that you type "save1" instead of putting a string variable into the events and it works!
So short and simple. Man, you are amazing!
love when i youtube search for certain things your videos come up first. and they aren't an hour long drag of doing a simple task
haha thank you so much! I really appreciate it, I always try to make my videos sharp and straight to the point
Thank you so much for making these videos!
I watched your other video tutorials as well and they really helped me learn UE5, please keep making more videos, it will continue to help many people!
Dude every time I look up how to do something in UE5, when I see a Gorka Games video I'm so happy because I know its the good stuff haha :D
I like that you left the error in and fixed in front of us that was an adventure and great info (I got a good laugh because you teleported to the middle of nowhere been there before with other code :) ). thank you!
Thank you Gorka! As usual quick and smart
Fantastic guide, was able to easily implement save games into my own project after watching this video, thanks for making it!
1:00 is peak music (i never heared that before in this channel clutch tutorials)
Very useful tutorial. And also the first load was fun. :)
Thanks to you, I managed to create a VERY rudimentary save system on a map as I test play! By that, I mean it just saves and loads when I press O and P respectively. It also saves on Begin Play, so it seems to eat the save every time I change maps for now, but I AM still just learning this stuff. It's fascinating! Thanks very much for the insight!
What about if your saving in a pause menu? How would you go about getting the BP_Save over to the event graph on the canvas?
Make a custom event that y’all put as a replacement for your keys shown in video and call those events when you’re load/save button is pressed
But it only works on one level, on the rest you just fly out of the level due to the previous save
Yeah.. you would need to also save the current level and check if the position saved is apropiate for that same level
@@GorkaGames Make a video on this topic
Great tutorial ! but I do have one question. I am making some sort of sandbox/survival game where you can place objects around, each different objects can have an infinite amount of themselves placed by the player. Is there a way to make a system that creates new variables for objects positions each time an object is placed ? thanks
Thanks!! What you would need to do is to have an array/ list of items that adds up everytime you place them in the world, and then save them individually
Wow thanks a lot ! That réponse was quick, I don't think I've ever used arrays, so I'm gonna look into that in a moment
@@GorkaGames can you do a tutorial on this?
@@GorkaGames I am doing something similar. It only pulls the first item in the array? I tried using a for each loop but it's not working. Any help would be appreciated.
A video for saving bools would be amazing.
Will this work with anything? For example your building system video and your rpg series' questing system? If i build something with that, can i use this system to save the progress technically?
Great tutorial! I just have a question:
My game is multiplayer and when I save the game on the server side it saves for all clients too. Any idea how i can fix this?
You know the vibe when you hear that beat 😎
Awesome! I was wondering if you could also make a tutorial, where the game would auto-save and you could load it from the main menu
This would be awesome. Or like how an mmo saves. Automatic, in the background and you can log out whenever you want and that action alone saves as well
@@SifuGenx Exactly
If you use the built in exit game in the editor (esc), you really can't have an autosave.
However, if you make a custom event (let's say, escape key) to exit the game, you can create your own custom logic on game exit.
The *Quit Game* node at the *very end of the logic chain* is crucial in order for this to work.
This allows you to implement logic for saving a game.
I would definitely recommend creating a reusable function for this though, because lazy programmers are the most efficient programmers.
Late comment I know, but you can create a time counter inside your world BP. If time > X > save game. If time < x ++ deltatime. Etc. Cheers
@@jjones503 alright, thanks for tip mate
Hello dude your physical animation tutorial helped me i just wanna ask why ragdoll doesnt work with it if you know.
Hey man, what do you exactly mean? Do you mean that you can add ragdoll and physical animations at the same time?
@@GorkaGames when i add a physics thingy for mesh it majes the legs lock and looks weird and when i simulate ragdoll in game it just lays to ground horizontally or looks like a liquid simulation explodes every where and leaks everyewhere
@@chofthch 🤣🤣Try checking that the capsule collision ignores the mesh, and that the cmesh has a collision preset of physical pawn
@@GorkaGames ok
Thank you for this great tutorial!
Very good video. Thank you for sharing with us 😁😊
thank you for watching!! 😄Im glad I could help!
Awesome tutorial thanks
thank you!! 😄😄
Cool video thanks!
In terms of hard drive, where this file will be saved in the disk in which folder etc? Also this will data will stay also once the game has been closed and reopened?
Hi! I created a point system in the GameInstance, with a TotalPoints (integer) variable. My question is: how can I save this automatically and load it back when I re-enter the game? Thanks!
very useful, i used this method to save the highscore.
thanks, great! I'm glad that it was useful
Hey I have made a pause menu using ur tutorial and have added a Save Button to it and would like to save using that button, how do i do that instead of using the 'R' Key in this tutorial
the BP Save and Get Transform are showing 'ERROR' if I use 'on clicked' in the Save Button
did you ever figure this out? i am in same delima. if you did i hope you remember how to solve it.
Excellent man 👍
Thank you man!!
Thanks again. 🎉
Is it possible to make save slot beforehand so i don't check if it exist?
Hi, are the files after the game is packaged in a directory on disk C or even in the project file itself? If so which one? Or if not, would it be possible to do this?
Does this work if you have multiple maps?
Thanks a lot
i`m glad it was usefull!
Thanks for tut, can i asking then how can reset for those values back to default ? Do you have video explain about it ?
Can you make a video how to add more save slots and show that in with UI and how I can also load the last level that the player was in?
thank you for these videos i would like to know how can i access the slot i created , like if the player want to press create new game and i want to reset the slot to its default values which is stored in BP_Save , how can i do it?
Will this save items the player has on them?
Hi! How do you save system for Enviroment Actor and pawn controller. I am currently having problems thx.
hey, do you mean like their health etc?
thanks, it works.. but... position is saved between levels.. how can I fix it?
Very good. Thank you.
Could you make a tutorial on how to save and load both the camera direction and player position while using a True First Person POV in UE5.2 or above?
Thank you!
Does this work with map levels? Right now it will save all my items but not the map level
how can we save the current level open too i have a game that house are different levels when you go in when i load i want it to open the level they saved in too
Can you do one for lvls and appearances and inventory?
Saving them that is
This writes to the disk right?
hi
can u make a video where saving progress do automatically in background means game saved without saving any key during gaming
Will this save lives and coins rvt?
Will this also work for saving on Xbox or PS or its just for PC?
Great Video. Thanks for sharing. I have a question. How can I get it to auto load when I exit and come back to the game without pressing any buttons? (i.e would be loadout menu). Soldier selected rifle, extra mag, and a scope. how can I keep this selection when I load again.
the loading already happens in the begin play, so when the players join. Sp you can turn off the key for loading. And then for saving, just call the save event every 5 seconds with a retrigible delay
@@GorkaGames Got it. Thank you for the tip.
@@GorkaGames Another Question. How would I be able to save an array of check boxes?
That look much more easier than I think (I though my brain will eplode before watching this video)
So, why every variable in blueprint has SaveGame flag? I would expect, that there is a way how to simply save all variables.
Unfortunately we cannot save all the variables at once, we have to save them indvidually. That`s why many games have many issues on saving and loading the progress..
Thanks for this! I created a save system I think is really fuckin cool but I’m curious how it will be usability wise, so far I’m only saving some stats but here’s basically how it works:
First I added some basic stuff to a PlayerStatsComponent - Name, Combat Level, Current/Max HP, Stamina, Current/Max Combat Focus (will be the mana system it’ll build up to be spent in combat)
I created an enum, EPlayerSkills, with that I populate with a list of skills. Then I made FPlayerSkills Struct which has an EPlayerSkills reference for the Skill ID, and then values like Level, MaxLevel, EXP etc) Then I made another Struct (FPlayerStats) which contains those basic variables I added to the component and an Array of FPlayerSkills Structs (also added that to the component) so the save game currently only has one object in it, stats. When the save game is created we loop through the number of entries in EPlayerSkills (-1 since it’s counting from 1) and add to the FPlayerSkills array an entry in the save using the index value to set the EPlayerSkills for that entry to the correct one, I got it saving and loading but man is it complicated to work with so far. I’ve managed an AddSkillXP which takes an EPlayerSkills and Integer input, breaks the characters current FPlayerStats, grabs the entry in the FPlayerSkills array at EPlayerSkills Input( to Byte then to Int), breaks that, adds the exp and saves. It works but idk how efficient it is code execution wise, for the small convenience of being able to add a skill and all its variables to the character save by adding an enumerator and naming the enumeration
thanks again man
Thanks! That really works fine. But still do not understand how will it work in real game? There should be millions of variables to save. 😮
Bro how to make countinue button in main menu return us to the save
Yeah, if you have the load game in the begin play of your level, automatically when you open the level from the main menu you will load your save, which is the case right now of this tutorial. So basically you will just have to open your level from the main menu, I have a tutorial on that: th-cam.com/video/zWI-36fIoDQ/w-d-xo.html
@@GorkaGames brother I know that but it never success can I contact you and help me please I needed so bad
@@GorkaGames how that can the main menu if i wanna make continue button i must add ope level node and its want level name so if i was in level 2 how that canbe?
how do u save stuff that is not from the actor, for example inventory/items in boxes?
This really helped alot.... I am changing a static mesh postion in the level and saving its position. Other thing I'm trying to create is changing material of that static mesh inside the game by using Set material. Now I am trying to save its current material. How can i do that?
Hi there - So I have made a level, it's quite detailed - A store - I need to make it so that the scene can be 'walked around in' via a web link? How would I do this - Basically my client wants to walk around remotely from a web link - Thank you for your tutorials, they are fantastic!! :)
Thank you so much!!
im getting the error The Property associated with (variable name) could not be found in (Blueprint Path)
When saving i get this error: Anyone knows a fix?? Blueprint Runtime Error: "Attempted to assign to None". Node: Set Player POS Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter
Help! is that works if i did change the game and then turned off my pc, when i will open the game again, are these changes will be there too inside my project ? or everything will be gone at the zero point?, i asked that question because i wanna sell my game in steam ,and i wanna a save system that will save their progress inside the game
works for multiplayer?
Help : When i start a new game , the game could be loaded from a save file of the older saves
how could i make it where the player can log into their own personal save
How can I save the camera rotation? Im using Get Player Camera Manager, and changing the world transform. I made the debug print text to read the player camera manager world transform. When I press the load file button, for one frame it changes to the previously stored BP_Save camera transform (which also reads the value when I pressed save), but after that the camera manager just resets back to the moment I pressed load. It reads the saved value but immediately updates to where my camera is currently facing.
Hi Gorka, I followed your tutorial and it works but I always get an error:
Accessed None trying to read property BPSave". Node: Set Actor Transform Graph: SavegameSystem Function: Execute Ubergraph BP Example Player Blueprint: BP_ExamplePlayer
How come?
how to connect this with
new game button and load game button
can someone help my game loads out of bounds on different map if loading from different map
cheers. but this don't work in a package build, anyone got pointers how to get this working in a package, is it something to do with game instance and also each variable needs to be set as a serilaised for savegame versible!? :)
Create video. but not work (((( always fail to cast save fail
👍👍👍
😄😄
Спасибо!
ты очень куртой!
My character still falls down endlessly after fixing that last bit
Make sure that you set the BP Save after the begin play in both scenarios. 1) when there's already a save 2) when there's not a save
@@GorkaGames I did, but still havind the endless falling issue
Mine too. Double checked everything.
same staff something is missing in this tutorial
same, did you managed to solve it?@@MikBurlak
I managed to save player position but I can the save the game level 😢 I tried other tutorials and it doesn't work, can anyone show me the blueprint nodes for saving the level in unreal 5? ❤
I am on 5.2 and I just fall through. I am thinking they made some changes from this video perhaps.
I get these errors.
Blueprint Runtime Error: "Accessed None trying to read property BP Save". Node: Set PlayerPos Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter
Blueprint Runtime Error: "Attempted to assign to None". Node: Set PlayerPos Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter
Blueprint Runtime Error: "Accessed None trying to read property BP Save". Node: Set Actor Transform Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter
How to do it with Boolean?
bug in player pos
How can i make an save system, that saves the game and the level every 5 minutes? Like, it saves the game, and when you enter the game again, you will be in the same level you was before exiting.
you can make a loop and put the save function there and you can create a collision object that when hit will also call the save function
Can yall pls link the vid that he explains how to save other info other then location i will be fr thank full
th-cam.com/video/q_xXxQWphgw/w-d-xo.html
like this one there is some 'access none' error as I suspect there is something going on with permissions, but google is too busy giving me SEO's to actually give me a useful answer.
@@PsychotropicDog tysmmmmmm
@@kianghobadi8315 this one I got to work however.... th-cam.com/video/H6rqJbwjRIk/w-d-xo.html
Hey Thanks for the Video, but I hope we dont really like hundreds of Variables to Save any Positions of our Characters, Inventory Slots or Stats… 😮
Hi all! I realized that the info position is kept if you change level (instead of appearing at the PlayerStart you will have an offset in the new level world which is on the way and on top of that the new position is not resetting when you stop and restart the simulation. I'm not sure how to savely but my player back to the PlayerStart now. Anyone encounter this issue?
Ok I got it the save is in the document SaveGames and I can delete it. Though, it does not save once the project is exported.
I just downloaded unreal and I am so consused 😐... It'd be awesome to se a starter course on that and maybe with c++
Yeah, at the start there are lots of things to learn and it can be a bit fulstrating, but its an awesome journey! Yeah good idea, I might be doing a blueprint beginner course, and now that you have mentioned, I might start making some c++ tutorials every now and then, and a beginner guide 👀🤔
@@GorkaGames I am so looking forward to it! And i would like to see more live streams like the ones from the game jam
@@howl2339 yeah! I am planning on doing more of those!!
I keep getting teleported to 0,0,0 when loading the level, tried everything i could, UE 5.2.1
edit: set a bind to delete save game, delete it then try again, that'll fix it
THANKS SO MUCH
it wasnt helpful
I'm getting error
The property associated with Player Pos could not be found in '/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter_C'
The property associated with Player Pos could not be found in '/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter_C'
[2449.84] Compile of BP_ThirdPersonCharacter failed. 2 Fatal Issue(s) 0 Warning(s) [in 533 ms] (/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter)
I guess you didn't compile and save in time
I followed that step-for-step and it didn't work at all. Why even post this garbage?
Worked for me, so youre clearly doing something wrong. Stop blaming the creator.
The SaveGame blueprint already made is "like a blueprint", but can anyone explain why it isn't? Are variables permanently stored in it through level changes, and loads or something?