UAsyncActionHandleSaveGame

Async action to handle async load/save of a [USaveGame](API\Runtime\Engine\GameFramework\USaveGame).

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macOS

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/AsyncActionHandleSaveGame.h

Include

#include "GameFramework/AsyncActionHandleSaveGame.h"

Syntax

class UAsyncActionHandleSaveGame : public UBlueprintAsyncActionBase

Remarks

Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game

Variables

Name Description

Public variable

FOnAsyncHandleS...

 

Completed

Delegate called when the save/load completes

Protected variable

ESaveGameOperat...

 

Operation

Which operation is being run

Protected variable

TObjectPtr< USa...

 

SaveGameObject

The object that was either saved or loaded

Protected variable

FString

 

SlotName

Slot/user to use

Protected variable

int32

 

UserIndex

Functions

Name Description

Public function Static

UAsyncAction...

 

AsyncLoadGameFromSlot

(
    UObject* WorldContextObject,
    const FString& SlotName,
    const int32 UserIndex
)

Schedule an async load of a specific slot.

Public function Static

UAsyncAction...

 

AsyncSaveGameToSlot

(
    UObject* WorldContextObject,
    USaveGame* SaveGameObject,
    const FString& SlotName,
    const int32 UserIndex
)

Schedule an async save to a specific slot.

Protected function Virtual

void

 

ExecuteCompleted

(
    bool bSuccess
)

Called at completion of save/load to execute delegate

Protected function Virtual

void

 

HandleAsyncLoad

(
    const FString& SlotName,
    const int32 UserIndex,
    USaveGame* LoadedSave
)

Protected function Virtual

void

 

HandleAsyncSave

(
    const FString& SlotName,
    const int32 UserIndex,
    bool bSuccess
)

Function callbacks for load/save

Overridden from UBlueprintAsyncActionBase

Name Description

Public function Virtual

void

 

Activate()

Execute the actual operation

Enums

Name

Description

Protected enum

ESaveGameOperation