I wish this actually was a tutorial. It's a quick look at how someone has solved this issue, but there is a *lot* that isn't explained or dealt with. I was hoping to use this as a basis for using something similar in UE5, but with the amount here that *isn't* explained, I'm up a certain creek without a certain implement.
@@lollerkiller900 Sure bro, this one works for me :D I added new game button and load game button and save button on pause menu, so without any problems im loading the game from load game and when i press new game it starts from level 1 (but i made a small changes in nodes in this case, on both true and false i added open level 1 so it doesnt load from the current level you are already on, if you need help in this case i can send you my blueprints for better explanation) This tutorial is only for level save and load not for health and skills ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-TM7LcO78Cbo.html
Yeah it sucks since this is one of the few save menus I could find that lets the player add their own name to the save across multiple slots. I downloaded the project file he included in the description but the project uses some paid plugins that I don't have. I also have no idea how he added a String input to the Create Widget node.
Im trying to debug why my main menu widget is not hiding when i cast from the main menu widget to the game instance but when i use strings in the game instance to check the visibility of my main menu widget, my game instance does not see my main menu widget. im refrencing my main menu widget with a object reference. am i doing something wrong.
GUID = "Guaranteed Unique IDentifier" or "Globally Unique IDentifier", it's often important to guarantee that a given set of data will never EVER have duplicated IDs.
yeah its a function bind I can walk you through it or i'd recommend just downloading his sample project and then working through it, and send me a comment if you get stuck. I think he purposefully did it this way so you have to look through and get a better understanding by working out whats not working by comparing your project with his. it should take you to long but as I say i can get you a hand if you need it
When I'm in the pause menu and go to the graphics settings, pressing the escape button again causes a bug: the graphics settings are overlaid on the game, it's hard to see, but at the edges of the screen you can see it. This bug is solved only by pressing the escape button again - that is, launching the pause menu and then exiting the game. How can I solve this problem? Is it possible for me, for example, to attach the escape key to the back button of the graphics settings so that they exit to the main menu
Guys !!! don't even bother following this video because you will end up losing your time when try to figure out how the hell, he did everything. This video is INCOMPLETE.
is there a way to change an objects material and then add it into the save system and then load it? like have two green cubes change one red and save the cubes material change.
In the widget make the variable expose on spawn and instance editable Then where you create the widget if it's already selected in the create node , select none and then reselect the widget and your exposed variables will pop up on the create widget If you just compile it won't always work its a engine glitch So after compiling find the create widget node your using set it to none compile , then reselect your widget Hope that helps