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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet > API/Runtime/Engine/Kismet/UGameplayStatics
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h |
| Include | #include "Kismet/GameplayStatics.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameplayStatics.cpp |
static void AsyncLoadGameFromSlot
&40;
const FString & SlotName,
const int32 UserIndex,
FAsyncLoadGameFromSlotDelegate LoadedDelegate
&41;
Remarks
Schedule an async load of a specific slot. UAsyncActionHandleSaveGame::AsyncLoadGameFromSlot is the blueprint version of this. This will do the platform-specific read on a worker thread, the serialize and creation on the game thread, and then will call the passed in delegate The passed in delegate will be copied to a worker thread so make sure any payload is thread safe to copy by value
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. |
| LoadedDelegate | Delegate that will be called on game thread when load succeeds or fails. |