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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/ULocalPlayerSaveGame > API/Runtime/Engine/GameFramework/ULocalPlayerSaveGame/LoadOrCreateSave-
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 ULocalPlayerSaveGame &42; LoadOrCreateSaveGameForLocalPlayer
&40;
TSubclassOf< ULocalPlayerSaveGame > SaveGameClass,
const ULocalPlayer &42; LocalPlayer,
const FString & SlotName
&41;
Remarks
Native version of above function, this takes a ULocalPlayer because you can have a local player before a player controller. This will return null for invalid parameters, but will create a new instance if the parameters are valid but loading fails.