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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UAsyncActionHandleSaveGame
Description
Schedule an async save to a specific slot. UGameplayStatics::AsyncSaveGameToSlot is the native version of this. When the save has succeeded or failed, the completed pin is activated with success/failure and the save game object. Keep in mind that some platforms may not support trying to load and save at the same time.
| Name | AsyncSaveGameToSlot |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/AsyncActionHandleSaveGame.h |
| Include Path | #include "GameFramework/AsyncActionHandleSaveGame.h" |
| Source | /Engine/Source/Runtime/Engine/Private/GameFramework/AsyncActionHandleSaveGame.cpp |
UFUNCTION (BlueprintCallable,
Meta=(BlueprintInternalUseOnly="true", Category="SaveGame", WorldContext="WorldContextObject"))
static UAsyncActionHandleSaveGame * AsyncSaveGameToSlot
(
UObject * WorldContextObject,
USaveGame * SaveGameObject,
const FString & SlotName,
const int32 UserIndex
)
Parameters
| Name | Remarks |
|---|---|
| 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. |