I used this tutorial as the final piece of a combination of tutorials from other youtubers. I've created my own sound menu with controller input. I used your tutorial to help me stored the data of the selected buttons so when the player returns to the sound menu, they can see what they have already selected I finally got it working. Your tutorials are still the best. Clean, precise and efficient.
I absolutely love your tutorials. They are short and precise. Thank you for making game dev easy for us. I wanted to ask a question which might be a bit off from the topic today. I am actually following omse.of your tutorials to make my open world game(single player). I have three towns and I dont want to load all the cities at the start. In both level streaming and world composition I am having issue during loading and unloading. Huge spikes and. Fps drops. Can you make some video related to loading and unloading of levels seamlessly for big maps.
hi, it would be cool if you could cover the topic. 1. much better to hang all the saving logic 2.how to navigate through the levels without losing all indicators I have not met any training that covers this topic.
Love you channel. Would you consider doing a video on how to load "levels" at random when hitting a trigger? (like a portal) similar to how a game like Hades or Binding of Isaac. The streaming system can be confusing and there isn't a ton of information available.
great job; in my case, what I need to save are the coins that my players buy through purchases integrated into my game; Do you have to do something different in this case? because if you accidentally delete the data, you also lose the purchased coins ... any idea how to solve this?
Hey man, it should work exactly the same for you. Just switch out the level variables for your coins, when saving and loading. Also, there isn't an awful lot you can do to solve that. The only thing I can really think right now is to create multiple save files, and if the save game doesn't exist (through "does save game exist > Branch > False"), you'd want to then check again for other saves. Other then that, there isn't a lot you can do, as if you delete the save, it's gone.
@@MattAspland I was wondering if maybe there is some way to save only that data in the cloud, through some login with facebook or google, and thus download the data when the player logs in again in case the saved game data does not exist; could that work? or is it not possible to do that with UE?
I'm having a really hard time trying to figure out how to implement persistence in my project. I'm making a CRPG, so it has a character creation screen that allows you to put points into stats and make a minor visual change to your character and then clicking finish to load the 1st level. I've been trying to figure out how to use the Game Instance and casting to bring over those changes to the character in the new level but to no avail. I've seen your casting video and am still confused on how to implement this properly. I don't think implementing a save system like you have here is what I really want though. My hope is that you'll have some advice on this or make a video covering this circumstance.
Is there not an easier way to reference/set all the variables - by using a list of variables to loop thru a set / get command? Something like a Struct (a variable list)? Someone mentioned it, but idk how to do the Set/Get loops. Because they way you do it, we need to make double variables (1 in character, and 2nd in Save BP). Then we have to add all those Set nodes... I have 20 variables to save..
What version? I have 4.27. Ive done 2 save game tutorials. And none work!! it broke my game with 1. When I click load game, I get no controls for my player. It's so annoying trying to find help or watching tuts, then UE changes things to break things that used to work.
this tutorial is very wrong in so many ways!, on saving game you are creating the save game, loading it, and saving it, just makes 0 sense, and plus you are loading and overwritting the player stats to the loaded game, which can fk up in join in progress game, a better approach would be to create the savegame, if it exist, load it, and get the variables, only save the game on event save game...
I used this tutorial as the final piece of a combination of tutorials from other youtubers. I've created my own sound menu with controller input. I used your tutorial to help me stored the data of the selected buttons so when the player returns to the sound menu, they can see what they have already selected I finally got it working. Your tutorials are still the best. Clean, precise and efficient.
i just opened my game and this is exactly what i needed
Ah perfect! Happy to help :)
Great TUTORIAL BRO!! THANKS!! X_X You are always making a great tutorials!
Thank you so much man! It's a pleasure to help :)
Great new intro
Thx matt your video's are so helpful
Thank you so much for your kind words! :)
Nice one, really easy to follow, thanks Matt👍
Happy to help mate :)
I absolutely love your tutorials. They are short and precise. Thank you for making game dev easy for us.
I wanted to ask a question which might be a bit off from the topic today. I am actually following omse.of your tutorials to make my open world game(single player). I have three towns and I dont want to load all the cities at the start. In both level streaming and world composition I am having issue during loading and unloading. Huge spikes and. Fps drops. Can you make some video related to loading and unloading of levels seamlessly for big maps.
Hey man, that's great to hear! Thank you for your kind words :)
And that sounds great, I can definitely add that onto my list. Great ideas!
hi, it would be cool if you could cover the topic.
1. much better to hang all the saving logic
2.how to navigate through the levels without losing all indicators
I have not met any training that covers this topic.
Please can you continue with the day night cycle series a bit such as saving the time and using the time for causing events. Love your vids.
teachin me good stuff!!! thank you
thanks a lot for this tutorial
Love you channel.
Would you consider doing a video on how to load "levels" at random when hitting a trigger? (like a portal) similar to how a game like Hades or Binding of Isaac. The streaming system can be confusing and there isn't a ton of information available.
very cool, can you save to the web or server?
Thanks man, and I believe there may be, but it's not something I'm aware of right now I'm afraid
@@MattAspland fortnite does it so it must be possible, I look forward to a future video when you have it sussed!
I was just wondering if you could do a oxygen tank tutorial, i would really appreciate it because i can not seem to figure out how to make one!
Nice, very instructive
Thank you! :)
Can you do a VR climbing tut using the character class?
Thank you!
It's a pleasure :)
great job; in my case, what I need to save are the coins that my players buy through purchases integrated into my game; Do you have to do something different in this case? because if you accidentally delete the data, you also lose the purchased coins ... any idea how to solve this?
Hey man, it should work exactly the same for you. Just switch out the level variables for your coins, when saving and loading. Also, there isn't an awful lot you can do to solve that. The only thing I can really think right now is to create multiple save files, and if the save game doesn't exist (through "does save game exist > Branch > False"), you'd want to then check again for other saves.
Other then that, there isn't a lot you can do, as if you delete the save, it's gone.
@@MattAspland I was wondering if maybe there is some way to save only that data in the cloud, through some login with facebook or google, and thus download the data when the player logs in again in case the saved game data does not exist; could that work? or is it not possible to do that with UE?
I'm having a really hard time trying to figure out how to implement persistence in my project. I'm making a CRPG, so it has a character creation screen that allows you to put points into stats and make a minor visual change to your character and then clicking finish to load the 1st level. I've been trying to figure out how to use the Game Instance and casting to bring over those changes to the character in the new level but to no avail. I've seen your casting video and am still confused on how to implement this properly. I don't think implementing a save system like you have here is what I really want though. My hope is that you'll have some advice on this or make a video covering this circumstance.
Is there not an easier way to reference/set all the variables - by using a list of variables to loop thru a set / get command? Something like a Struct (a variable list)? Someone mentioned it, but idk how to do the Set/Get loops. Because they way you do it, we need to make double variables (1 in character, and 2nd in Save BP). Then we have to add all those Set nodes... I have 20 variables to save..
amazing tuts
thank you
Sir Please make tutorial on Mobile joystick replication.
it doesn't work for me
What version? I have 4.27. Ive done 2 save game tutorials. And none work!! it broke my game with 1. When I click load game, I get no controls for my player. It's so annoying trying to find help or watching tuts, then UE changes things to break things that used to work.
and you could make auto save to
this tutorial is very wrong in so many ways!, on saving game you are creating the save game, loading it, and saving it, just makes 0 sense, and plus you are loading and overwritting the player stats to the loaded game, which can fk up in join in progress game,
a better approach would be to create the savegame, if it exist, load it, and get the variables, only save the game on event save game...
I followed that step-for-step and it didn't work at all. Why even post this garbage?