Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/GameFramework/AsyncActionHandleSaveGame.h |
Include |
#include "GameFramework/AsyncActionHandleSaveGame.h" |
Source |
/Engine/Source/Runtime/Engine/Private/GameFramework/AsyncActionHandleSaveGame.cpp |
static UAsyncActionHandleSaveGame * AsyncLoadGameFromSlot
(
UObject * WorldContextObject,
const FString & SlotName,
const int32 UserIndex
)
Schedule an async load of a specific slot. UGameplayStatics::AsyncLoadGameFromSlot is the native version of this. When the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid. Keep in mind that some platforms may not support trying to load and save at the same time.
Parameter |
Description |
---|---|
SlotName |
Name of the save game slot to load from. |
UserIndex |
For some platforms, master user index to identify the user doing the loading. |