Navigation
API > API/Runtime > API/Runtime/Engine
Async action to handle async load/save of a USaveGame. This can be subclassed by a specific game
| Name | UAsyncActionHandleSaveGame |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/AsyncActionHandleSaveGame.h |
| Include Path | #include "GameFramework/AsyncActionHandleSaveGame.h" |
Syntax
UCLASS (MinimalAPI)
class UAsyncActionHandleSaveGame : public UBlueprintAsyncActionBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintAsyncActionBase → UAsyncActionHandleSaveGame
Enums
Protected
| Name | Remarks |
|---|---|
| ESaveGameOperation |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Completed | FOnAsyncHandleSaveGame | Delegate called when the save/load completes | GameFramework/AsyncActionHandleSaveGame.h |
|
Functions
Public
Overridden from UBlueprintAsyncActionBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Activate() |
Execute the actual operation | GameFramework/AsyncActionHandleSaveGame.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExecuteCompleted
(
bool bSuccess |
Called at completion of save/load to execute delegate | GameFramework/AsyncActionHandleSaveGame.h | |
virtual void HandleAsyncLoad
(
const FString& SlotName, |
GameFramework/AsyncActionHandleSaveGame.h | ||
virtual void HandleAsyncSave
(
const FString& SlotName, |
Function callbacks for load/save | GameFramework/AsyncActionHandleSaveGame.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAsyncActionHandleSaveGame * AsyncLoadGameFromSlot
(
UObject* WorldContextObject, |
Schedule an async load of a specific slot. | GameFramework/AsyncActionHandleSaveGame.h |
|
static UAsyncActionHandleSaveGame * AsyncSaveGameToSlot
(
UObject* WorldContextObject, |
Schedule an async save to a specific slot. | GameFramework/AsyncActionHandleSaveGame.h |
|