You are a genius my friend. I've spent the last several days watching Saving and Loading tutorials specifically about structs and all I was ending up with was frustrated. I found tutorials where I had to transfer every node in the struct, etc. Could you explain the logic behind when you 'save the game', you first load the game? I would think that would just overwrite the data that you changed during the play of the game.
Simple explanation, since the Programm Language behind the Blueprint is C, you can say it has memory issues. So you have to load it first to get the Reference.
This has nothing to do with the programming language or memory issues. The reason you load it is because you need a SaveGame object that holds your data. So you can either create a new one and overwrite the old SaveGame object or load the existing one and overwrite the data. Its up to you if you use direct saving or loading and updating. Both have their own use cases.
Hi Seredais, great video. Can you show us how to have different missions/tasks in the game with this save feature? E.g mission 1 = find flower, mission 2 = do something with flower. Then you can see if mission 1 is complete and load missions 2 if you save game.
@@sewn-_-7337I strongly recommend to update the Version, cause this is a very old Version. It doesn't have any benefits to stay on this Version and dont worry, you will still able to use you're Projects.
everything works perfectly, except the inventory, it constantly updates and shares throughout my test saves. the save itself will appear after playing in viewport but when i load it, the only thing that does not transfer is the inventory, which resets to nothing if i restart the viewport. but if i keep playing and save, go to a new save/new game, it'll still be the same inventory as the previous save
i have a follow camera lag set to 3 because it creates a cool effect, but with this code i cant seem to save the camera location like you saved the inventory when i load a saved game the player spawns in the saved location but the camera spawns in the original location and the camera lag eventually finds the new player location. and if you walk far from the start then the camera lag can take up to a minute to reach the player all while you can still walk around and move the camera. so it basically broke this cool camera effect and if i turn off camera lag it doesnt happen and works perfect how can i save the camera location and keep the lag?
I guess its a separate Camera inside the Level. In this Case you would save the Location of the Camera separately like the Player Position. Then you would load the Camera Position inside the Level Blueprint on Begin Play.
Save and Load Game are Working for me and you can delete the saves within the Save Game folder (delete the .sav files usng File Explorer). However for some reason my button text is not changing not sure what i am doing wrong
When I tested it, I encountered the problem that the transformation is not done without any delay in between. Probably because the character is still loading. So maybe there is a better way, but I didnt found it yet.
@@CodyKatsmar Did you save the Health inside the Player, cause this will not work, when you change the Level. You need to save it inside your Game Instance. Then you can also save it with the Game Save.
Everything works great and my character's position is saved and loaded when selecting the save files, but the inventory save doesn't work. I followed your tutorials on creating an inventory and how add pick up items, is there something I missed or something I should add? Edit: after doing some debugging I found out that the inventory variable in MyInstance does not contain the items picked up, how could I fix this?
Follow Path 3 of the Inventory Tutorial Series. If you still have the Items in your Inventory when you change the Level, everything is fine. th-cam.com/video/ULF_JpJJQxQ/w-d-xo.htmlsi=mgGWWmdKZQR12QkG
@@Seredias. After a lot of debugging and testing was finally able to make it work, as I was using the pre-saved slots for my testing which turns out was glitching the game as I had to play on a new save slot for the array to update properly. Thanks for the quick reply. On a side note would you know how to clear a save slot?
Yes, of course this work across multiple levels. You just need to load your configuration with the Game Instance inside a new Level. Like your Character for example.
This is driving me crazy. When I set the level name the same as you I get "Accessed none trying to read property as my save game object Node Set level name"
@@Seredias.I did. I found my issue. I promoted my save game object to a var on the true path and used that to plug in my targets on all other vars. Which it wasn’t referencing a save game
Hi Seredias what about if I have puzzles and trigger box for conscience? I want player make save after finish them and if the player load again, player should not go through them again
@@Seredias. I'm far of this kind of step (still in formation), but if someone have a server, its the server save everything about the character right ?
@@MrSpecialistov Multiplayer is a very complicated topic, so there is not an easy answer. Yes it will save the Character, but it has nothing to do with Multiplayer.
I was checking your old video on the character creation, and I realize that it doesn’t work. If you do, you have races in the game due to them having different skeletal meshes
Technically we have to do the Widget differently because ue5 doesnt promote the text fields to variables. We have to bind each one, call it, grab the variable from there and plug it in@@Seredias.
Careful though in plenty of vids I've found with version changes the blueprint list doesn't always have the same options finding this half way through a video sucks. That's why he asked. Sometimes there is an alternative but we don't always know the consequences when the minor different with nodes
Awesome guide! i cant believe you are the only one that does this in a simple and good way
The best guide yet
very good tutorial, we need more of this!
This was the tutorial I needed! Thank you 🍻
You are a genius my friend. I've spent the last several days watching Saving and Loading tutorials specifically about structs and all I was ending up with was frustrated. I found tutorials where I had to transfer every node in the struct, etc. Could you explain the logic behind when you 'save the game', you first load the game? I would think that would just overwrite the data that you changed during the play of the game.
Simple explanation, since the Programm Language behind the Blueprint is C, you can say it has memory issues. So you have to load it first to get the Reference.
This has nothing to do with the programming language or memory issues. The reason you load it is because you need a SaveGame object that holds your data. So you can either create a new one and overwrite the old SaveGame object or load the existing one and overwrite the data. Its up to you if you use direct saving or loading and updating. Both have their own use cases.
Good work! Please another tutorial with Resume game (loading from last saved progress)
Hi Seredais, great video.
Can you show us how to have different missions/tasks in the game with this save feature?
E.g mission 1 = find flower, mission 2 = do something with flower.
Then you can see if mission 1 is complete and load missions 2 if you save game.
Yes, that will be Part of the Series.
Hi Great tut. COuld you create a save game for a level set variant? Thanks
Never tried that, need to check.
@@Seredias. Great i unable to do that. But i'm a noob
Hey, great tutorial. I was just wondering if this will still work with packaged game
The Save Game Object is not a custom Solution. It is the default Solution from Unreal itself to save your Game Status. So of course this must work.
i type "set player position " but the target option is missing 2:50
btw i use ue4.17
last time it worked by misstake i delrt the BP so i need to strart again
The Player Position is a Variable inside the GameSave. Then you go from the "Cast to Game Save" and set the Variable.
@@sewn-_-7337I strongly recommend to update the Version, cause this is a very old Version. It doesn't have any benefits to stay on this Version and dont worry, you will still able to use you're Projects.
Thank you sir. Finally I found what I need. I save my life
1:11 creating the character structure isn't found in my search. Idk if you already did that part I'm using ue5.1. It didn't populate.
As I said this is just an example and not necessary for this Tutorial. If you want to see the Character Creator, link is in the Description.
everything works perfectly, except the inventory, it constantly updates and shares throughout my test saves. the save itself will appear after playing in viewport but when i load it, the only thing that does not transfer is the inventory, which resets to nothing if i restart the viewport. but if i keep playing and save, go to a new save/new game, it'll still be the same inventory as the previous save
@@bran6573 How far are you with the Inventory Series?
i have a follow camera lag set to 3 because it creates a cool effect, but with this code i cant seem to save the camera location like you saved the inventory when i load a saved game the player spawns in the saved location but the camera spawns in the original location and the camera lag eventually finds the new player location. and if you walk far from the start then the camera lag can take up to a minute to reach the player all while you can still walk around and move the camera.
so it basically broke this cool camera effect and if i turn off camera lag it doesnt happen and works perfect
how can i save the camera location and keep the lag?
I guess its a separate Camera inside the Level. In this Case you would save the Location of the Camera separately like the Player Position. Then you would load the Camera Position inside the Level Blueprint on Begin Play.
Save and Load Game are Working for me and you can delete the saves within the Save Game folder (delete the .sav files usng File Explorer). However for some reason my button text is not changing not sure what i am doing wrong
5:20 What if you don't use a delay? Can you make it work? Delay is a bad way of doing it.
When I tested it, I encountered the problem that the transformation is not done without any delay in between. Probably because the character is still loading. So maybe there is a better way, but I didnt found it yet.
How to save and load variables in another blueprint, for example your characters health etc
@@CodyKatsmar Like the Player Position, inside the Game Instance.
@@Seredias. That doesn't work.
@@CodyKatsmar Did you save the Health inside the Player, cause this will not work, when you change the Level. You need to save it inside your Game Instance. Then you can also save it with the Game Save.
@@Seredias. I saved it in the game instance but it isn't working. I will message you on discord.
do you think it would still work if they saved their progress in a level
Sure, but then you need this Concept: th-cam.com/video/LP5Oa-65HDA/w-d-xo.htmlsi=p68x4PnL67SZhTNU
Everything works great and my character's position is saved and loaded when selecting the save files, but the inventory save doesn't work. I followed your tutorials on creating an inventory and how add pick up items, is there something I missed or something I should add?
Edit: after doing some debugging I found out that the inventory variable in MyInstance does not contain the items picked up, how could I fix this?
Follow Path 3 of the Inventory Tutorial Series. If you still have the Items in your Inventory when you change the Level, everything is fine. th-cam.com/video/ULF_JpJJQxQ/w-d-xo.htmlsi=mgGWWmdKZQR12QkG
@@Seredias. After a lot of debugging and testing was finally able to make it work, as I was using the pre-saved slots for my testing which turns out was glitching the game as I had to play on a new save slot for the array to update properly. Thanks for the quick reply.
On a side note would you know how to clear a save slot?
@@alexerraiz5186"Delete Game in Slot"
Does this work across multiple levels? I am really having a time trying to figure out how to do this exact setup with numerous levels. Thanks!
Yes, of course this work across multiple levels. You just need to load your configuration with the Game Instance inside a new Level. Like your Character for example.
@@Seredias. Thanks!
This is driving me crazy. When I set the level name the same as you I get "Accessed none trying to read property as my save game object Node Set level name"
That would mean that the Level name Variable is empty. Did you set it here 3:05
@@Seredias.I did. I found my issue. I promoted my save game object to a var on the true path and used that to plug in my targets on all other vars. Which it wasn’t referencing a save game
Hey seredias, do a tutorial on how to navigate the inventory using the WASD keys
Yes, that will be Part of the Series.
Hi Seredias what about if I have puzzles and trigger box for conscience? I want player make save after finish them and if the player load again, player should not go through them again
That needs to be saved inside the Save Game Object as well, but I will show that in Detail in the next Part.
@@Seredias. thank you 🙏 I was looking for this one for long time
I tried to follow, but the character structure variable wouldn't show when searching for it.
As I said in the Tutorial this is from another Tutorial (Character Editor, link in the Description) and not necessary for the Save Game.
I finally got this to work, it's just the "New Game" Button wont update to "Saved Game 1" etc, after pressing save game and quitting.@@Seredias.
Nevermind it all worked for me, I forgot to plug in a node!@@Seredias.
Bro I need tutorial on this your map I like your map please make tutorial on your map making in detail please ❤❤❤❤
It's just a Content Pack, link in the Description. Since I am not the Creator I can't do a Tutorial about it.
danke kamerad wie gehts dir?
Thanks for this tutorial
Sir how to make Procedurally generated landscape . in UE 4 ? Please sir make a tutorial .
In theory that is possible in UE4, but very complicated. I would recommend to use UE5 for that. The last Update includes exactly what you looking for.
@@Seredias. Thank you sir
Hi! how to make an editable text that is not getting deleted when you left the game
By saving the text inside the Save Game and load the text when you continue.
God bless you my friend
Its different for multiplayer ?
Depends on how you setup the Multiplayer.
@@Seredias. I'm far of this kind of step (still in formation), but if someone have a server, its the server save everything about the character right ?
@@MrSpecialistov Multiplayer is a very complicated topic, so there is not an easy answer. Yes it will save the Character, but it has nothing to do with Multiplayer.
W ur the goat
I was checking your old video on the character creation, and I realize that it doesn’t work. If you do, you have races in the game due to them having different skeletal meshes
Different Skeleton Objects, but same Skeleton Structure. Which part will not work in this Case.
Gute Arbeit
you saved me from a lot of searches.Thanks
Goat
Perfect
Ok, but why use UE4?
It doesn't matter, because it works for both and many Viewers are not able to use UE5 cause of the high performance requirements.
@@Seredias. Yea
Technically we have to do the Widget differently because ue5 doesnt promote the text fields to variables. We have to bind each one, call it, grab the variable from there and plug it in@@Seredias.
Careful though in plenty of vids I've found with version changes the blueprint list doesn't always have the same options finding this half way through a video sucks. That's why he asked. Sometimes there is an alternative but we don't always know the consequences when the minor different with nodes