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.
27 results for load
Bind to 'Completed' delegate to handle loaded asset. Cast the loaded Object to your type. Use Soft Object References (not hard refs) for large assets to avoid loading everything upfront.
AsyncLoadAssetUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo 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.
SAVE pattern: EventBeginPlay or custom → CreateSaveGameObject(SaveGameClass=BP_SaveGame) → CastTo<BP_SaveGame> → Set all variables on cast result → SaveGameToSlot(SaveGameObject=cast result, SlotName='SaveSlot1', UserIndex=0). LOAD pattern: DoesSaveGameExist(SlotName='SaveSlot1', UserIndex=0) → Branch → True → LoadGameFromSlot(SlotName='SaveSlot1', UserIndex=0) → IsValid → Is Valid → CastTo<BP_SaveGame> → read variables. Key pins: SaveGameToSlot inputs 'SaveGameObject' (SaveGame), 'SlotName' (string), 'UserIndex' (int). LoadGameFromSlot inputs 'SlotName' (string), 'UserIndex' (int), output 'ReturnValue' (SaveGame).
UGameplayStatics::OpenLevel. Use OpenLevelBySoftObjectPtr for asset references.
Open LevelUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoReturns nullptr if slot doesn't exist. Always check DoesSaveGameExist first.
Load Game from SlotUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agobAbsolute=true reloads from scratch. LevelName is the map asset name without path.
OpenLevelUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoPattern: CreateWidget(WBP_LoadingScreen) → AddToViewport(ZOrder=100) → LoadStreamLevel or OpenLevel(NewMapName). For async: AsyncLoadLevel → OnCompleted → RemoveFromParent(LoadingWidget). Store persistent data in GameInstance before transition. Use Seamless Travel for multiplayer.
Pattern: custom trigger or UI button → [save player data to SaveSlot] → OpenLevel(LevelName='Level_02', bAbsolute=true, Options=''). For loading screen: SetGlobalTimeDilation(0.001) briefly while level loads (freeze world), or use AsyncLoadLevel with progress callback. Key: OpenLevel is in GameplayStatics. 'LevelName' is the map asset name (not full path). bAbsolute=true discards current level completely. Options string can pass params like '?GameMode=BP_GM'.
Returns null if slot doesn't exist. Always check IsValid before using the result.
LoadGameFromSlotUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo agoGetCurrentLevelNameUE 5.3, 5.4, 5.5, 5.6, 5.7updated 3mo ago