Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
20 results for autosave
Pattern: BP_Checkpoint with BoxTrigger, variable CheckpointID(int). OnBeginOverlap(Player) → DoOnce → CreateSaveGameObject(MySaveGame) → SET PlayerLocation, Health, Inventory, CheckpointID → SaveGameToSlot('AutoSave', 0). On death/respawn: LoadGameFromSlot('AutoSave') → Cast → TeleportTo(SavedLocation) → restore Health etc. Show 'Checkpoint Reached' UI briefly.
Does Save Game ExistUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoDoesSaveGameExistUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSlotName is an arbitrary string key (e.g. 'SaveSlot1'). UserIndex 0 for single-player.
SaveGameToSlotUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoUGameplayStatics::CreateSaveGameObject. Cast result to your SaveGame class.
Create Save Game ObjectUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoCast ReturnValue to your SaveGame subclass (e.g. UBP_SaveGame) to set variables on it.
CreateSaveGameObjectUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago0 = live forever.
Set Life SpanUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSave Game to SlotUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSave: CreateSaveGameObject(MySaveGameClass) → Cast → SET variables → SaveGameToSlot(Object, SlotName, 0). Load: DoesSaveGameExist(SlotName, 0) → Branch → True: LoadGameFromSlot(SlotName, 0) → Cast to MySaveGame → GET variables. Put save/load logic in GameInstance for persistence across levels.