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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/ULocalPlayerSaveGame > API/Runtime/Engine/GameFramework/ULocalPlayerSaveGame/AsyncLoadOrCreat-
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/SaveGame.h |
| Include | #include "GameFramework/SaveGame.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameFramework/SaveGame.cpp |
static bool AsyncLoadOrCreateSaveGameForLocalPlayer
&40;
TSubclassOf< ULocalPlayerSaveGame > SaveGameClass,
const ULocalPlayer &42; LocalPlayer,
const FString & SlotName,
FOnLocalPlayerSaveGameLoadedNative Delegate
&41;
Remarks
Native version of above function, this takes a ULocalPlayer and calls a native delegate. False means the load was never scheduled, otherwise it will create and initialize a new instance before calling the delegate if loading failed.