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Helper base class for async-compatible save games
| Name | FBaseAsyncSaveGameSystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SaveGameSystem.h |
| Include Path | #include "SaveGameSystem.h" |
Syntax
class FBaseAsyncSaveGameSystem : public ISaveGameSystem
Implements Interfaces
Functions
Public
Overridden from ISaveGameSystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DeleteGame
(
bool bAttemptToUseUI, |
Delete an existing save game, blocking until complete | SaveGameSystem.h | |
virtual void DeleteGameAsync
(
bool bAttemptToUseUI, |
Delete the named savegame asyncronously. | SaveGameSystem.h | |
virtual bool DoesSaveGameExist
(
const TCHAR* Name, |
Return true if the named savegame exists (probably not useful with NativeUI | SaveGameSystem.h | |
virtual void DoesSaveGameExistAsync
(
const TCHAR* Name, |
Asyncronous save functions | SaveGameSystem.h | |
virtual ESaveExistsResult DoesSaveGameExistWithResult
(
const TCHAR* Name, |
Syncronous save functions | SaveGameSystem.h | |
| Gets a list of all known saves. This isn't possible on all platforms. | SaveGameSystem.h | ||
virtual void GetSaveGameNamesAsync
(
FPlatformUserId PlatformUserId, |
Gets a list of all known saves if the platform supports it. | SaveGameSystem.h | |
virtual bool LoadGame
(
bool bAttemptToUseUI, |
Loads the game, blocking until complete | SaveGameSystem.h | |
virtual void LoadGameAsync
(
bool bAttemptToUseUI, |
Load the named savegame asyncronously. | SaveGameSystem.h | |
virtual void LoadGameIfExistsAsync
(
bool bAttemptToUseUI, |
Combines DoesSaveGameExistAsync and LoadGameAsync into one operation for simpler usage, treats all errors as the save game not existing | SaveGameSystem.h | |
| Saves the game, blocking until complete. | SaveGameSystem.h | ||
virtual void SaveGameAsync
(
bool bAttemptToUseUI, |
Saves the named savegame asyncronously. | SaveGameSystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UE::Tasks::FTask InternalDeleteGameAsync
(
bool bAttemptToUseUI, |
SaveGameSystem.h | ||
UE::Tasks::FTask InternalDoesSaveGameExistAsync
(
const TCHAR* Name, |
Internal async helpers that require implementation. NB. OutResult will be null for async calls | SaveGameSystem.h | |
UE::Tasks::FTask InternalGetSaveGameNamesAsync
(
FPlatformUserId PlatformUserId, |
SaveGameSystem.h | ||
UE::Tasks::FTask InternalLoadGameAsync
(
bool bAttemptToUseUI, |
SaveGameSystem.h | ||
UE::Tasks::FTask InternalSaveGameAsync
(
bool bAttemptToUseUI, |
SaveGameSystem.h | ||
virtual void WaitForAsyncTask
(
UE::Tasks::FTask AsyncSaveTask |
Specializations can override this | SaveGameSystem.h |