Module |
|
Header |
/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
Include |
#include "Kismet/GameplayStatics.h" |
Source |
/Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static void AsyncSaveGameToSlot
(
USaveGame * SaveGameObject,
const FString & SlotName,
const int32 UserIndex,
FAsyncSaveGameToSlotDelegate SavedDelegate
)
Schedule an async save to a specific slot. UAsyncActionHandleSaveGame::AsyncSaveGameToSlot is the blueprint version of this. This will do the serialize on the game thread, the platform-specific write on a worker thread, then call the complete delegate on the game thread. The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value.
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. |
SavedDelegate |
Delegate that will be called on game thread when save succeeds or fails. |