Saving Spawned Game Data in Unreal Engine 5.2 (Advanced)

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  • Опубліковано 1 лис 2024

КОМЕНТАРІ • 12

  • @mrquackface
    @mrquackface 6 місяців тому

    Your channel has many of the best tutorial

  • @tubicidio
    @tubicidio 6 місяців тому +1

    THX! Simple, working and functional!

  • @LonePhoenix36
    @LonePhoenix36 11 місяців тому +2

    Are you gonna teach us how to code a procedural terrain generation? There is already some other tutorials about it but I'm curious to see how you would code it in your own way.

    • @hawaiifilmschool
      @hawaiifilmschool  11 місяців тому +2

      That's definitely on my list of things to try. Stay tuned.

  • @elliejayliquid
    @elliejayliquid 5 місяців тому

    Great tutorial! I was wondering, how would you go about saving the same data, but for different levels? Would you somehow store a reference to which level the blocks were spawned in? A separate save file for each level?

  • @pyrokar3299
    @pyrokar3299 Рік тому +1

    Great video, easy to follow and I even enjoyed the jokes. Gotta store that crypto.

    • @hawaiifilmschool
      @hawaiifilmschool  Рік тому

      Thanks. That was a hard tutorial to put together! LOL, you caught the crypto joke.

  • @raivo4716
    @raivo4716 7 місяців тому

    That is something. Thanks.

  • @dhlabsgaming1065
    @dhlabsgaming1065 4 місяці тому

    I can't seem to get it to at least load the data, even though I have looked through the whole tutorial many times over, and can find no difference whatsoever between what I have and what you do. I have no errors showing up, so I don't even have anything to go off of.
    EDIT: Just got it to pop into the scene, but every single block is spawning in the same spot, which also just so happens to be the spot the player spawns.

  • @chrisharris_arizona
    @chrisharris_arizona 6 місяців тому

    EDIT: SOLVED, see replies below this post.
    Thanks for this tutorial. I am having some issues getting it to work for how I'm trying to use it. In my case, from a UI widget, I'm having people enter in a comment, then something spawns in the level. I can get it to spawn, save, and load with the comment in the location where they set it and with its respective comment. The issue I am running into is if I want to delete one of the spawned comments. I can delete them, however, when I load the game again, it loads everything like it did on original load with all comments back, rather than being updated without the deleted comments. Not a clue what's going on, driving me nuts. Any ideas? I'm putting a print string at the end of the DeleteComment event and its printing so its going all the way through the removing data event. I can add more comments, they'll save, and load, but once again, my deletes are not registering to save like your blocks in your example.

    • @chrisharris_arizona
      @chrisharris_arizona 6 місяців тому

      That Remove node in my Game Instance doesn't seem to do anything. If I put a Clear node in its place, it clears out everything, removes everything from the array and when I quit game, then start it again, then all those spawned objects are gone, as one would expect. The remove node doesn't seem to know what to remove. I do not have it on a line trace as you do...maybe that's the cause? I am just trying to use a generic input to get the functionality in there, in this case, a right mouse click to trigger the Delete Event, to trigger the Remove Event...weird

    • @chrisharris_arizona
      @chrisharris_arizona 6 місяців тому

      I was able to solve it. I did everything in this video, which is AWESOME, just tailored it to my use, which was adding more items to an array then the class and location that he shows in this video. In my case there was class, location, rotation, and a string (the comment). What was happening was when I went to remove item, when I line traced to a specific item to have it removed, it would delete it out of the 3d world (in that game session), but quitting the game and then starting it again, it would appear. I found out it was because all the items in the array were not matching 1:1. For example, I had comment a, b, c, d. I would line trace to comment C, it was grabbing the right class, location, rotation, but it wasn't grabbing the comment correctly, and that's enough to throw the whole thing off. I just had to make sure what was going into the "make st block data" match exactly. I was only grabbing a generic text render component rather than then pulling off that node a "Get text" node...so if you are having trouble removing items, you aren't grabbing apples to apples with the "make" node.