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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 AsyncSaveGameToSlot
&40;
USaveGame &42; SaveGameObject,
const FString & SlotName,
const int32 UserIndex,
FAsyncSaveGameToSlotDelegate SavedDelegate
&41;
Remarks
Schedule an async save to a specific slot. UAsyncActionHandleSaveGame::AsyncSaveGameToSlot is the blueprint version of this. This will do the serialize on the game thread, the platform-specific write on a worker thread, then call the complete delegate on the game thread. 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 |
|---|---|
| SaveGameObject | Object that contains data about the save game that we want to write out. |
| 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. |
| SavedDelegate | Delegate that will be called on game thread when save succeeds or fails. |