Unreal5 Blueprints: SAVING Variables - (2-MINUTES!!)
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- Опубликовано: 5 ноя 2023
- Here's how you save simple variables using Blueprints in Unreal5-!!
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There's also something called Data-Structures which you can use to save more complex things - We'll probably go more into those pretty soon, but I just wanted to show you guys the basics first :)
Shout-Outs to MattAspland's longer more thorough tutorial here: ruclips.net/video/HJxYPJF6wzk/видео.html
And to MagmaOkami for helping debug figuring this out-!!
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Since were on topic Can you do a tutorial on how to Create folders for screenshots, save files, on any other thing we want to export out of the game?
Exactly what I needed, thank you so much
This does help, it really does.
Bro, your channel is dope
what about saving data in game like say I need to open a door but to open the door I need 3 torches lit. How do I count the instances of the BP_Torch to be activated which the door can check if 3 are activated the door will open?
What saving at location?
There's a variable for set location you can use to get that - You can see that being used in this tutorial over here:
ruclips.net/video/HJxYPJF6wzk/видео.html
Hope that helps!
Can you save a TextureDynamic2D?
Interesting short and clear. Keep up the good work. I personally was interested in updating the Player HUD (with lives and number of keys taken), when I load game. I put the HUD in the Game Mode.
As for the Save Game, I actually used a Structure in which I entered the variables of life, number of keys and Player position.
And I took advantage of the Game Instance for Save Game and Load Game.
It seems weird to me that this would be scalable. Even a relatively simple game (save-wise) like Talos Principle is going to have hundreds of variables to save. And all it's storing is which doors are open, which puzzles are completed, etc. There has to be a better way of doing it, where (say) actors can mark something as "this needs to be saved" and have the save game stuff automated?
Game flags can actually be designed to take up virtually no space. Something written in C++ (UE's coding language) could have a binary statement like "isLocked" taking up a single integer at 0 or 1 for each door, which is basically nothing to a computer. Player attributes like strength, intelligence, etc can be stored as integers in almost the same way. What gets expensive computing-wise is constantly calling on these stored values, which is why you generally avoid updating these things every frame. Doors can wait for a player to press a button, and attributes can wait until something like damage is calculated
@@rando5673 I didn't mean size-wise. I meant actually sticking every variable you're going to save into the save blueprint. Writing the program bits to name each variable you want to save, even assuming it's a fixed number of named variables (and not, for example, where I dropped any of the 20,000 random clutter objects I might have picked up) seems kind of difficult to do with the default UE5 save-game blueprint.
Does anyone here knows how to save a vehicle's position? It's a pawn, tried to save it with functions just like it is done with characters, but it doesnt work
why i cant find my variables in my blueprints ?
Very useful! I implemented it very easily into my fighting game to save such things as round length.
I've been looking for a way to save and display my "Longest Time Survived" timer, I think this video gets me a little bit closer to figuring it out lol. Thanks!
Didn't expected to be sucker punched in the feels today, Great vid :)
this shit dont work either. copied your moves and the variable never showed up on the graphs part. 0:50 you promoted to variable and it loaded all your variables on the left. when i tried that. it loaded nothing.
this guy isn't good at explaining things also I'm having a problem too