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 * AsyncSaveGameToSlot
(
UObject * WorldContextObject,
USaveGame * SaveGameObject,
const FString & SlotName,
const int32 UserIndex
)
Schedule an async save to a specific slot. UGameplayStatics::AsyncSaveGameToSlot is the native version of this. When the save has succeeded or failed, the completed pin is activated with success/failure and the save game object. Keep in mind that some platforms may not support trying to load and save at the same time.
Parameter |
Description |
---|---|
SaveGameObject |
Object that contains data about the save game that we want to write out. |
SlotName |
Name of the save game slot to load from. |
UserIndex |
For some platforms, master user index to identify the user doing the loading. |