Navigation
API > API/Runtime > API/Runtime/Engine > API/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
UCLASS (MinimalAPI)
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 | |
|---|---|---|---|
| FOnAsyncHandleSaveGame | Completed | Delegate called when the save/load completes | |
| ESaveGameOperation | Operation | Which operation is being run | |
| TObjectPtr< USaveGame > | SaveGameObject | The object that was either saved or loaded | |
| FString | SlotName | Slot/user to use | |
| int32 | UserIndex |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UAsyncActionHandleSaveGame * | AsyncLoadGameFromSlot
(
UObject* WorldContextObject, |
Schedule an async load of a specific slot. | |
| UAsyncActionHandleSaveGame * | AsyncSaveGameToSlot
(
UObject* WorldContextObject, |
Schedule an async save to a specific slot. | |
| void | ExecuteCompleted
(
bool bSuccess |
Called at completion of save/load to execute delegate | |
| void | HandleAsyncLoad
(
const FString& SlotName, |
||
| void | HandleAsyncSave
(
const FString& SlotName, |
Function callbacks for load/save |
Overridden from UBlueprintAsyncActionBase
| Type | Name | Description | |
|---|---|---|---|
| void | Activate () |
Execute the actual operation |
Enums
| Type | Name | Description | |
|---|---|---|---|
| ESaveGameOperation |