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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/UAsyncActionHandleSaveGame
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/AsyncActionHandleSaveGame.h |
| Include | #include "GameFramework/AsyncActionHandleSaveGame.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameFramework/AsyncActionHandleSaveGame.cpp |
UFUNCTION (BlueprintCallable,
Meta=(BlueprintInternalUseOnly="true", Category="SaveGame", WorldContext="WorldContextObject"))
static UAsyncActionHandleSaveGame * AsyncLoadGameFromSlot
(
UObject * WorldContextObject,
const FString & SlotName,
const int32 UserIndex
)
Remarks
Schedule an async load of a specific slot. UGameplayStatics::AsyncLoadGameFromSlot is the native version of this. When the load has succeeded or failed, the completed pin is activated with success/failure and the newly loaded save game object if valid. Keep in mind that some platforms may not support trying to load and save at the same time.
Parameters
| Name | Description |
|---|---|
| SlotName | Name of the save game slot to load from. |
| UserIndex | The platform user index that identifies the user doing the saving, ignored on some platforms. |