@@GorkaGames Im trying to go further and load it from a menu, but I dont understand how to make my character spawn at the saved location. Maybe Im not casting to BP_Player properly or something. Any help?
I've been using Unreal for a little over a year and have started my first major game (I've done a bunch of little side quest projects). I remember watching a video of yours when I first started learning, and I had to take notes, stop every few minutes to figure out what you we teaching, etc. Now I can just watch a video and understand what I need to do. It's crazy how you go from feeling completely overwhelmed to feeling like all of this is natural.
Thank you, Thank you, Thank you, Thank you, I was messing with save games for an hour, having no clue why I cant load my save, then I came across your video and saw that you type "save1" instead of putting a string variable into the events and it works!
I like that you left the error in and fixed in front of us that was an adventure and great info (I got a good laugh because you teleported to the middle of nowhere been there before with other code :) ). thank you!
Thanks to you, I managed to create a VERY rudimentary save system on a map as I test play! By that, I mean it just saves and loads when I press O and P respectively. It also saves on Begin Play, so it seems to eat the save every time I change maps for now, but I AM still just learning this stuff. It's fascinating! Thanks very much for the insight!
Thank you so much for making these videos! I watched your other video tutorials as well and they really helped me learn UE5, please keep making more videos, it will continue to help many people!
Is there any way you could make a tutorial video that covers the main menu (with options including credits, start new game, or resume recent save). My game is an open world roam and could you also include the pause menu (with a save and quit option, or resume game). I tried following other tutorials and they broke my game. Please, I am really hoping you could help me with this. 🙏
Great tutorial ! but I do have one question. I am making some sort of sandbox/survival game where you can place objects around, each different objects can have an infinite amount of themselves placed by the player. Is there a way to make a system that creates new variables for objects positions each time an object is placed ? thanks
Thanks!! What you would need to do is to have an array/ list of items that adds up everytime you place them in the world, and then save them individually
@@GorkaGames I am doing something similar. It only pulls the first item in the array? I tried using a for each loop but it's not working. Any help would be appreciated.
This would be awesome. Or like how an mmo saves. Automatic, in the background and you can log out whenever you want and that action alone saves as well
If you use the built in exit game in the editor (esc), you really can't have an autosave. However, if you make a custom event (let's say, escape key) to exit the game, you can create your own custom logic on game exit. The *Quit Game* node at the *very end of the logic chain* is crucial in order for this to work. This allows you to implement logic for saving a game. I would definitely recommend creating a reusable function for this though, because lazy programmers are the most efficient programmers.
Cool video thanks! In terms of hard drive, where this file will be saved in the disk in which folder etc? Also this will data will stay also once the game has been closed and reopened?
@@GorkaGames when i add a physics thingy for mesh it majes the legs lock and looks weird and when i simulate ragdoll in game it just lays to ground horizontally or looks like a liquid simulation explodes every where and leaks everyewhere
Hi! I created a point system in the GameInstance, with a TotalPoints (integer) variable. My question is: how can I save this automatically and load it back when I re-enter the game? Thanks!
Great tutorial! I just have a question: My game is multiplayer and when I save the game on the server side it saves for all clients too. Any idea how i can fix this?
Will this work with anything? For example your building system video and your rpg series' questing system? If i build something with that, can i use this system to save the progress technically?
Hey I have made a pause menu using ur tutorial and have added a Save Button to it and would like to save using that button, how do i do that instead of using the 'R' Key in this tutorial the BP Save and Get Transform are showing 'ERROR' if I use 'on clicked' in the Save Button
Unfortunately we cannot save all the variables at once, we have to save them indvidually. That`s why many games have many issues on saving and loading the progress..
Hi there - So I have made a level, it's quite detailed - A store - I need to make it so that the scene can be 'walked around in' via a web link? How would I do this - Basically my client wants to walk around remotely from a web link - Thank you for your tutorials, they are fantastic!! :)
This really helped alot.... I am changing a static mesh postion in the level and saving its position. Other thing I'm trying to create is changing material of that static mesh inside the game by using Set material. Now I am trying to save its current material. How can i do that?
Great Video. Thanks for sharing. I have a question. How can I get it to auto load when I exit and come back to the game without pressing any buttons? (i.e would be loadout menu). Soldier selected rifle, extra mag, and a scope. how can I keep this selection when I load again.
the loading already happens in the begin play, so when the players join. Sp you can turn off the key for loading. And then for saving, just call the save event every 5 seconds with a retrigible delay
thank you for these videos i would like to know how can i access the slot i created , like if the player want to press create new game and i want to reset the slot to its default values which is stored in BP_Save , how can i do it?
Hi, are the files after the game is packaged in a directory on disk C or even in the project file itself? If so which one? Or if not, would it be possible to do this?
how can we save the current level open too i have a game that house are different levels when you go in when i load i want it to open the level they saved in too
Thanks for this! I created a save system I think is really fuckin cool but I’m curious how it will be usability wise, so far I’m only saving some stats but here’s basically how it works: First I added some basic stuff to a PlayerStatsComponent - Name, Combat Level, Current/Max HP, Stamina, Current/Max Combat Focus (will be the mana system it’ll build up to be spent in combat) I created an enum, EPlayerSkills, with that I populate with a list of skills. Then I made FPlayerSkills Struct which has an EPlayerSkills reference for the Skill ID, and then values like Level, MaxLevel, EXP etc) Then I made another Struct (FPlayerStats) which contains those basic variables I added to the component and an Array of FPlayerSkills Structs (also added that to the component) so the save game currently only has one object in it, stats. When the save game is created we loop through the number of entries in EPlayerSkills (-1 since it’s counting from 1) and add to the FPlayerSkills array an entry in the save using the index value to set the EPlayerSkills for that entry to the correct one, I got it saving and loading but man is it complicated to work with so far. I’ve managed an AddSkillXP which takes an EPlayerSkills and Integer input, breaks the characters current FPlayerStats, grabs the entry in the FPlayerSkills array at EPlayerSkills Input( to Byte then to Int), breaks that, adds the exp and saves. It works but idk how efficient it is code execution wise, for the small convenience of being able to add a skill and all its variables to the character save by adding an enumerator and naming the enumeration
When saving i get this error: Anyone knows a fix?? Blueprint Runtime Error: "Attempted to assign to None". Node: Set Player POS Graph: EventGraph Function: Execute Ubergraph BP Third Person Character Blueprint: BP_ThirdPersonCharacter
Hi Gorka, I followed your tutorial and it works but I always get an error: Accessed None trying to read property BPSave". Node: Set Actor Transform Graph: SavegameSystem Function: Execute Ubergraph BP Example Player Blueprint: BP_ExamplePlayer How come?
How can I save the camera rotation? Im using Get Player Camera Manager, and changing the world transform. I made the debug print text to read the player camera manager world transform. When I press the load file button, for one frame it changes to the previously stored BP_Save camera transform (which also reads the value when I pressed save), but after that the camera manager just resets back to the moment I pressed load. It reads the saved value but immediately updates to where my camera is currently facing.
I am on 5.2 and I just fall through. I am thinking they made some changes from this video perhaps. I get these errors. Blueprint Runtime Error: "Accessed None trying to read property BP Save". Node: Set PlayerPos Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter Blueprint Runtime Error: "Attempted to assign to None". Node: Set PlayerPos Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter Blueprint Runtime Error: "Accessed None trying to read property BP Save". Node: Set Actor Transform Graph: EventGraph Function: Execute Ubergraph BP First Person Character Blueprint: BP_FirstPersonCharacter
Help! is that works if i did change the game and then turned off my pc, when i will open the game again, are these changes will be there too inside my project ? or everything will be gone at the zero point?, i asked that question because i wanna sell my game in steam ,and i wanna a save system that will save their progress inside the game
Yeah, if you have the load game in the begin play of your level, automatically when you open the level from the main menu you will load your save, which is the case right now of this tutorial. So basically you will just have to open your level from the main menu, I have a tutorial on that: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zWI-36fIoDQ.html
@@GorkaGames how that can the main menu if i wanna make continue button i must add ope level node and its want level name so if i was in level 2 how that canbe?
How can i make an save system, that saves the game and the level every 5 minutes? Like, it saves the game, and when you enter the game again, you will be in the same level you was before exiting.
I managed to save player position but I can the save the game level 😢 I tried other tutorials and it doesn't work, can anyone show me the blueprint nodes for saving the level in unreal 5? ❤
cheers. but this don't work in a package build, anyone got pointers how to get this working in a package, is it something to do with game instance and also each variable needs to be set as a serilaised for savegame versible!? :)
Hi all! I realized that the info position is kept if you change level (instead of appearing at the PlayerStart you will have an offset in the new level world which is on the way and on top of that the new position is not resetting when you stop and restart the simulation. I'm not sure how to savely but my player back to the PlayerStart now. Anyone encounter this issue?
Yeah, at the start there are lots of things to learn and it can be a bit fulstrating, but its an awesome journey! Yeah good idea, I might be doing a blueprint beginner course, and now that you have mentioned, I might start making some c++ tutorials every now and then, and a beginner guide 👀🤔
like this one there is some 'access none' error as I suspect there is something going on with permissions, but google is too busy giving me SEO's to actually give me a useful answer.
I keep getting teleported to 0,0,0 when loading the level, tried everything i could, UE 5.2.1 edit: set a bind to delete save game, delete it then try again, that'll fix it
I'm getting error The property associated with Player Pos could not be found in '/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter_C' The property associated with Player Pos could not be found in '/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter_C' [2449.84] Compile of BP_ThirdPersonCharacter failed. 2 Fatal Issue(s) 0 Warning(s) [in 533 ms] (/Game/ThirdPerson/Blueprints/BP_ThirdPersonCharacter.BP_ThirdPersonCharacter)
The SaveGame blueprint already made is "like a blueprint", but can anyone explain why it isn't? Are variables permanently stored in it through level changes, and loads or something?