Navigation
API > API/Runtime > API/Runtime/Engine
Inheritance Hierarchy
- ISaveGameSystem
- FBaseAsyncSaveGameSystem
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/SaveGameSystem.h |
| Include | #include "SaveGameSystem.h" |
Syntax
class FBaseAsyncSaveGameSystem : public ISaveGameSystem
Remarks
Helper base class for async-compatible save games
Functions
Overridden from ISaveGameSystem
| Type | Name | Description | |
|---|---|---|---|
| bool | DeleteGame
(
bool bAttemptToUseUI, |
Delete an existing save game, blocking until complete | |
| void | DeleteGameAsync
(
bool bAttemptToUseUI, |
Delete the named savegame asyncronously. | |
| bool | DoesSaveGameExist
(
const TCHAR* Name, |
Return true if the named savegame exists (probably not useful with NativeUI | |
| void | DoesSaveGameExistAsync
(
const TCHAR* Name, |
Asyncronous save functions | |
| ESaveExistsResult | DoesSaveGameExistWithResult
(
const TCHAR* Name, |
Syncronous save functions | |
| bool | GetSaveGameNames
(
TArray< FString >& FoundSaves, |
Gets a list of all known saves. This isn't possible on all platforms. | |
| void | GetSaveGameNamesAsync
(
FPlatformUserId PlatformUserId, |
Gets a list of all known saves if the platform supports it. | |
| bool | Loads the game, blocking until complete | ||
| void | LoadGameAsync
(
bool bAttemptToUseUI, |
Load the named savegame asyncronously. | |
| bool | Saves the game, blocking until complete. | ||
| void | SaveGameAsync
(
bool bAttemptToUseUI, |
Saves the named savegame asyncronously. |