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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintAsyncActionBase
- UAsyncActionHandleSaveGame
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/AsyncActionHandleSaveGame.h |
Include | #include "GameFramework/AsyncActionHandleSaveGame.h" |
Syntax
class UAsyncActionHandleSaveGame : public UBlueprintAsyncActionBase
Remarks
Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game
Variables
Type | Name | Description | |
---|---|---|---|
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FOnAsyncHandleSaveGame | Completed | Delegate called when the save/load completes |
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ESaveGameOperation | Operation | Which operation is being run |
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TObjectPtr< USaveGame > | SaveGameObject | The object that was either saved or loaded |
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FString | SlotName | Slot/user to use |
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int32 | UserIndex |
Functions
Type | Name | Description | |
---|---|---|---|
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UAsyncActionHandleSaveGame * | AsyncLoadGameFromSlot
(
UObject* WorldContextObject, |
Schedule an async load of a specific slot. |
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UAsyncActionHandleSaveGame * | AsyncSaveGameToSlot
(
UObject* WorldContextObject, |
Schedule an async save to a specific slot. |
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void | ExecuteCompleted
(
bool bSuccess |
Called at completion of save/load to execute delegate |
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void | HandleAsyncLoad
(
const FString& SlotName, |
|
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void | HandleAsyncSave
(
const FString& SlotName, |
Function callbacks for load/save |
Overridden from UBlueprintAsyncActionBase
Type | Name | Description | |
---|---|---|---|
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void | Activate () |
Execute the actual operation |
Enums
Type | Name | Description | |
---|---|---|---|
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ESaveGameOperation |