Sorry if my voice sounds a little different in some parts of the video, I'm starting to feel a little under the weather, hopefully it doesn't last too long lol
I've been through so many tutorials for silly hours on more complicated tutorials for more advanced systems....and honestly I come back to this tutorial and build from this into a complicated system. There's just something about the way It's shown or explained that makes sense, And allows me to build complicated save systems from it. Thanks for making this.
Great tutorial as always! Can you possibly do a compilation tutorial when you get back from holidays which covers how to make all of these save/load things work from within a widget? I'm trying to set up a save/load button on a menu and having trouble getting actor transform in order to save/load the player's location as well as level! I assume this is because I'm not working within the third Person BP for it. Thanks so much and have a lovely break!
Well, once again, your skills have been useful and inspiring. If Stan Lee hadn't passed away, he may have made you his next superhero. Captain Unreal. LOL. God bless.
so this method works really well. My only issue is trying to find a way to implement this in a new game and continue game type of setup. It defaults to always load the previous save.
I had an issue where the game did not register the save game to slot. A stupid mistake but I instantly promoted my Slot Name to a variable without setting a default value @ 8:12 So for anyone with a similar issue, make sure your string variable has a default name!
Lmaooo thank you for writing this, it helped me realize I completely forgot to "save game to slot" in first place, I was like man how tf does this string magically work without slot, anywhere
Hey, this is helpful! I have a couple of issues though: 1. How do you save your stats into the next level? Like if I wanted all the "coins" or inventory I collected to be there when I get to the next zone. 2. It looks like if I save then load, items that were collected already were not reloaded. For example: I saved, collected some coins, didn't save, but instead loaded. The coins were still gone and my character was loaded back to where he was when I first saved.
@@sbravoo Sort of. I was able to get the coins to be there after saving and not loading. But then I get a whole new slew of issues. Not to mention I got the solution from someone else so I wouldn't really know how to come up with it from scratch
Awesome tutorial! I just ran into an issue and it would be amazing if you could help me out with this. Im using a loadout system in my game where i save the guns that i want the player to spawn with, and this works perfectly if i play single player. The issue comes when i have two different players in the same match, the client loads the guns that the server host saved. Any idea how I can fix this?
nice tut matt can you do one when u got like ten trees surrounding the floor in a level then duplicate that level with only the floor then transport the character between levels saving the transform of the character as if it's lev1 outside lev 1 inside ??
This is a great tutorial! However, I'm having one issue with it, and I don't understand why this happens. It runs through all the code and outputs "Game Saved!" after I activated the save game command. But when I click load game, it runs through all the code, outputs "Game Loaded!", but nothing happens. There are no errors in the code and I have followed yours 1:1.
Hey Matt, I have run into an issue where this save system does not work for packaged versions but works fine inside the editor. Any ideas on how to resolve this?
yep same, here , wonder if it's cos each variable needs to be set as a savegame in advance or possible to do with game instance etc, but yeah such a fundermenal part of game dev .
@@recsund I’m aware this is quite old and I never actually resolved the issue. I used this system for two games. One for an infinite runner to save player stats, store purchases, ammunition and upgrades, best score, and store purchases. The next time I used it to create a checkpoint system for a separate game, which would save the location of the last checkpoint the player passed, and then spawn them there if they died or reloaded the game. First system worked fine for both the editor and the packaged version, where as the second only worked for the editor version. I think it’s some kind of compatibility issue. As the first project was created on an earlier version of UE.
Hello Matt, your videos really help me a lot. Thank you. Can you take a video about mobile scale UI? Widget UI and viewport / mobile in different scales. thank you.
If you're calling a Load Game From Slot node from the Save Game Function, Isn't this going to create a situation where if it finds a previous save file, it's going to load that instead of saving a new one? Because you're always checking to see if the save game exists before you save. So this will run once and create the save, but then every time you try to save the updated stats again, it's just going to detect that a save file exists and then load the previous save. You should only check if a save exists when you start your game, or when you load.
i does not load the game in the sense gamers understand this word, it loads data from the file on disk into application running in RAM, so it would have access to that data, to be able modify it, and write it back to the disk effectively saving it in a file to prevent it from being lost when application is unloaded from RAM, after you close the application (close the game).
You can call the "save game" function on an overlap event for walking through a door. Or at the end of a looping timer, so it saves every 15 minutes for example.
so i have a main menu with continue and a pause menu with a save, ive followed like 3 of your tutorials but i don't know what im doing wrong. Help plz :)
8:18 Is there a way to delete the old references ? Because the value of the slot name (here it's "slot1") is still stored somewhere. I found out that even after closing Unreal without saving (i disabled automatic save), this "slot1" value is still stored with all the datas. I did this exercise again and when i spawned, i was at the same location as i was earlier when i saved the game manually, which shouldn't happen EDIT: the values are stored in project/Saved/SaveGames
The purpose of saving is that it is creating a save slot for your data so that you can recover it when you close down the game. If you only want the data to be saved temporarily then there's no need for a save system because all the data will reset to their default values the next time you launch the game. If you want it to only restore the data once (ie the next time you load the game) then I would suggest updating the data in the save file back to whatever you want your defaults to be, and then save again.
Wait I found a issue if I use a transform , when I load into a new level, my character keeps the location data in the wrong map and falls continuously. I had to delete the Transform, but I kept the health and that works.
If a make a variable at the end of a level, that then unlocks the next level by a branch, could I save that variable so if you quit the game it remembers what levels you unlocked? ...
You could indeed do that. Save and load that variable, and when you load the game (and that variable), also run the appropriate checks to see which levels you've unlocked.
Hi, I'm following this tutorial and it's works brilliantly but it's not saving the player's rotation unfortunately :/ Everything else is fine except the rotation P:
Hey, for the location of the player - you can use a transform variable instead of vector. Vector is just location, transform is location, rotation, and scale. Hope this helps :)
@@MattAspland Sorry for the late reply, that sorted the issue for me :) Also I was wondering how you would load games from the main menu? I'm having a bit of trouble trying to get that to work unfortunately. The saving works nicely but loading it from another scene is pretty tricky for a novice like myself ^-^;
Sorry if my voice sounds a little different in some parts of the video, I'm starting to feel a little under the weather, hopefully it doesn't last too long lol
lol
Aww, don't apologize for that.
Hope you're better soon.
Sorry to here that
BTW you dont need to apologize for that
anyway hope you get better soon 🤗🤗
2
That would be the ricin that i gave you
The local variable inside a function is what I've learned from this. Great tutorial as always
Amazing, always great to learn something new :)
I've been through so many tutorials for silly hours on more complicated tutorials for more advanced systems....and honestly I come back to this tutorial and build from this into a complicated system.
There's just something about the way It's shown or explained that makes sense, And allows me to build complicated save systems from it.
Thanks for making this.
2 years of trying to make games and NOW i finally got saving into one, thanks m8 :D
Yesss, a much needed topic finally explained in a proper way :D
As always
Always a pleasure Asmund! :)
you are a god send, you wont make me go watch an hours worth of videos just to come back to this one to understand it. You are a real one my guy!
Thank you so much for the kind words man, super happy I could help you :)
Great tutorial as always! Can you possibly do a compilation tutorial when you get back from holidays which covers how to make all of these save/load things work from within a widget? I'm trying to set up a save/load button on a menu and having trouble getting actor transform in order to save/load the player's location as well as level! I assume this is because I'm not working within the third Person BP for it. Thanks so much and have a lovely break!
Well, once again, your skills have been useful and inspiring. If Stan Lee hadn't passed away, he may have made you his next superhero. Captain Unreal. LOL. God bless.
Most GOATED Unreal Engine creator
Thanks broo!! im really hate save and load somethings in unreal its giving me a headache :D
Always a pleasure man, hope this helped :)
@@MattAspland yeah your tutorials always help me bro thanks for everything ^^
Thank you Matt! I don't know how many hours you saved me but.. they're a lot! Thank you so so so much!
ironic 😂
This is one of your best tutorials!
so this method works really well. My only issue is trying to find a way to implement this in a new game and continue game type of setup. It defaults to always load the previous save.
Thank you for this nice tutorial!!! Get it still nice working, Iám so happy
this is fantastic and works perfectly but quick question... how would you reset these stats if you want to reset the level?
My best guess is that your open level by name chain also has set (stat) to (original integer)
Matt, Your The Best Tutorial Channel.
I had an issue where the game did not register the save game to slot.
A stupid mistake but I instantly promoted my Slot Name to a variable without setting a default value @ 8:12
So for anyone with a similar issue, make sure your string variable has a default name!
😂😂ah same issue , take me 2 hour to solve this , after i know i am dumb
Lmaooo thank you for writing this, it helped me realize I completely forgot to "save game to slot" in first place, I was like man how tf does this string magically work without slot, anywhere
THANK YOU! Omg it actually finally works, being hunting what is wrong with my code 😂
Thank you!
Nice video. Hope you're feeling better.
Hey man great tutorial as always, got a small bug for some reason when I hit P again is saving my the last button I hit in the menu
thanks, you save my life, this is i need
Nicely done! thank you!
Hey, this is helpful! I have a couple of issues though:
1. How do you save your stats into the next level? Like if I wanted all the "coins" or inventory I collected to be there when I get to the next zone.
2. It looks like if I save then load, items that were collected already were not reloaded. For example: I saved, collected some coins, didn't save, but instead loaded. The coins were still gone and my character was loaded back to where he was when I first saved.
Hey man did you manage to find out how ?
@@sbravoo Sort of. I was able to get the coins to be there after saving and not loading. But then I get a whole new slew of issues. Not to mention I got the solution from someone else so I wouldn't really know how to come up with it from scratch
@@thePadlockesTech can you somehow send me the solution ? Do you have like a link for a good tutorial or a guide ?
Awesome tutorial! I just ran into an issue and it would be amazing if you could help me out with this. Im using a loadout system in my game where i save the guns that i want the player to spawn with, and this works perfectly if i play single player. The issue comes when i have two different players in the same match, the client loads the guns that the server host saved. Any idea how I can fix this?
Hi Thankyou for create thi video, I want to ask a few things, how to create save game for character crerator, and bring to new or next level
Awesome cheers Matt
hey could you make an video on how to make an delete save blueprint for this please
Thank You!
nice tut matt can you do one when u got like ten trees surrounding the floor in a level then duplicate that level with only the floor then transport the character between levels saving the transform of the character as if it's lev1 outside lev 1 inside ??
tysm!
This is a great tutorial! However, I'm having one issue with it, and I don't understand why this happens. It runs through all the code and outputs "Game Saved!" after I activated the save game command. But when I click load game, it runs through all the code, outputs "Game Loaded!", but nothing happens. There are no errors in the code and I have followed yours 1:1.
nvm. i read the comments. i didnt realise the default name
thank you!
Hey Matt, I have run into an issue where this save system does not work for packaged versions but works fine inside the editor. Any ideas on how to resolve this?
I'm getting the same issue with my save system too, would love to know how to resolve this.
yep same, here , wonder if it's cos each variable needs to be set as a savegame in advance or possible to do with game instance etc, but yeah such a fundermenal part of game dev .
@@recsund I’m aware this is quite old and I never actually resolved the issue.
I used this system for two games. One for an infinite runner to save player stats, store purchases, ammunition and upgrades, best score, and store purchases.
The next time I used it to create a checkpoint system for a separate game, which would save the location of the last checkpoint the player passed, and then spawn them there if they died or reloaded the game.
First system worked fine for both the editor and the packaged version, where as the second only worked for the editor version.
I think it’s some kind of compatibility issue. As the first project was created on an earlier version of UE.
@@Silver-iix intresting, good to know it is actually kinda possible with this, cheers!
Hello Matt, your videos really help me a lot. Thank you. Can you take a video about mobile scale UI? Widget UI and viewport / mobile in different scales. thank you.
Can you make a tutorial on how to make a quicksand?
great tutorial, but as I have saved a level or any changes then I want to delete that saved level How to do so?
고맙읍니다. Thank you
What about having more than 30 variables that need to be tracked and saved and loaded? Still I can add one by one or should I do it by another way?
Wondering the same thing...wonder if we can put it in a struct and just save the struct
Can you please make a tutorial on saving graphics settings
Is there an option to make that save automatically?
You can call the "save game" function at the end of a looping timer, so it saves every 15 minutes for example.
@@MattAspland ohhh thank you so much!
If I have a blueprint in the level that changes the material of an object, will that change be saved and loaded as well?
This video is old but can you help me with "The variable is not in scope" on the save game object
Hey, I was wondering does it work with packaged game?
If you're calling a Load Game From Slot node from the Save Game Function, Isn't this going to create a situation where if it finds a previous save file, it's going to load that instead of saving a new one? Because you're always checking to see if the save game exists before you save. So this will run once and create the save, but then every time you try to save the updated stats again, it's just going to detect that a save file exists and then load the previous save. You should only check if a save exists when you start your game, or when you load.
i does not load the game in the sense gamers understand this word, it loads data from the file on disk into application running in RAM, so it would have access to that data, to be able modify it, and write it back to the disk effectively saving it in a file to prevent it from being lost when application is unloaded from RAM, after you close the application (close the game).
Why casting the saveRef to my save blueprint aways fail?
Love the tutorials but its ridiculous Unreal hasn't created a more simple and auto way to save.
what about auto save, if you for example walk through a door, it just saves?
Use the event of an overlap event
You can call the "save game" function on an overlap event for walking through a door. Or at the end of a looping timer, so it saves every 15 minutes for example.
@@MattAspland Alright, thank you :D
what do i do when i want to set skeletal mesh, for save customization? TwT (Mesh is not conecting to skeletal mesh variavel)
so i have a main menu with continue and a pause menu with a save, ive followed like 3 of your tutorials but i don't know what im doing wrong. Help plz :)
Hello brother!
Can you make a video on how to replicate these save games and load games?
Thanks in Advance
8:18 Is there a way to delete the old references ? Because the value of the slot name (here it's "slot1") is still stored somewhere. I found out that even after closing Unreal without saving (i disabled automatic save), this "slot1" value is still stored with all the datas. I did this exercise again and when i spawned, i was at the same location as i was earlier when i saved the game manually, which shouldn't happen
EDIT: the values are stored in project/Saved/SaveGames
The purpose of saving is that it is creating a save slot for your data so that you can recover it when you close down the game. If you only want the data to be saved temporarily then there's no need for a save system because all the data will reset to their default values the next time you launch the game. If you want it to only restore the data once (ie the next time you load the game) then I would suggest updating the data in the save file back to whatever you want your defaults to be, and then save again.
Wait I found a issue if I use a transform , when I load into a new level, my character keeps the location data in the wrong map and falls continuously. I had to delete the Transform, but I kept the health and that works.
i cant save with multiple slots please make a video
i have 2 level, i save when i am on 2 level, i re open, i am in level 1?
It only works if you have one level, but if there are a lot of them, then it won't work.
If a make a variable at the end of a level, that then unlocks the next level by a branch, could I save that variable so if you quit the game it remembers what levels you unlocked? ...
You could indeed do that. Save and load that variable, and when you load the game (and that variable), also run the appropriate checks to see which levels you've unlocked.
how to save the widget (like CanvasPane add child) child and load it
Did this in a gameinstance; not sure how to grab my health. :(
Hi, I'm following this tutorial and it's works brilliantly but it's not saving the player's rotation unfortunately :/ Everything else is fine except the rotation P:
Hey, for the location of the player - you can use a transform variable instead of vector. Vector is just location, transform is location, rotation, and scale. Hope this helps :)
@@MattAspland Sorry for the late reply, that sorted the issue for me :) Also I was wondering how you would load games from the main menu? I'm having a bit of trouble trying to get that to work unfortunately. The saving works nicely but loading it from another scene is pretty tricky for a novice like myself ^-^;
How can I save and load game for multiplayer ?
If anyone know plz help me
It doesn’t work😢
I don't want it to put me where it saved though
I type something in the default value of slot name (in variables of the character).Then I can save my game🥹.