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A generic save game system that just uses IFileManager to save/load with normal files
| Name | FGenericSaveGameSystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/SaveGameSystem.h |
| Include Path | #include "SaveGameSystem.h" |
Syntax
class FGenericSaveGameSystem : 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 bool DoesSaveGameExist
(
const TCHAR* Name, |
Return true if the named savegame exists (probably not useful with NativeUI | SaveGameSystem.h | |
virtual ESaveExistsResult DoesSaveGameExistWithResult
(
const TCHAR* Name, |
Similar to DoesSaveGameExist, except returns a result code with more information. | SaveGameSystem.h | |
virtual bool DoesSaveSystemSupportMultipleUsers() |
Some save systems don't support more than one user, in those cases the game needs to avoid saving settings for anyone but the primary user. | SaveGameSystem.h | |
| Gets a list of all known saves. This isn't possible on all platforms. | SaveGameSystem.h | ||
virtual bool LoadGame
(
bool bAttemptToUseUI, |
Loads the game, blocking until complete | SaveGameSystem.h | |
virtual bool PlatformHasNativeUI() |
Returns true if the platform has a native UI (like many consoles) | SaveGameSystem.h | |
| Saves the game, blocking until complete. | SaveGameSystem.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual FString GetSaveGamePath
(
const TCHAR* Name |
Get the path to save game file for the given name, a platform may be able to simply override this and no other functions above | SaveGameSystem.h |