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Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- ISaveGameSystem
- FGenericSaveGameSystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/SaveGameSystem.h |
Include | #include "SaveGameSystem.h" |
Syntax
class FGenericSaveGameSystem : public ISaveGameSystem
Remarks
A generic save game system that just uses IFileManager to save/load with normal files
Functions
Type | Name | Description | |
---|---|---|---|
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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 |
Overridden from ISaveGameSystem
Type | Name | Description | |
---|---|---|---|
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bool | DeleteGame
(
bool bAttemptToUseUI, |
Delete an existing save game, blocking until complete |
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bool | DoesSaveGameExist
(
const TCHAR* Name, |
Return true if the named savegame exists (probably not useful with NativeUI |
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ESaveExistsResult | DoesSaveGameExistWithResult
(
const TCHAR* Name, |
Similar to DoesSaveGameExist, except returns a result code with more information. |
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bool | 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. | |
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bool | GetSaveGameNames
(
TArray< FString >& FoundSaves, |
Gets a list of all known saves. This isn't possible on all platforms. |
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bool | Loads the game, blocking until complete | |
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bool | Returns true if the platform has a native UI (like many consoles) | |
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bool | Saves the game, blocking until complete. |