Book Image

Mastering Unreal Engine 4.X

By : Muhammad A.Moniem
Book Image

Mastering Unreal Engine 4.X

By: Muhammad A.Moniem

Overview of this book

Unreal Engine 4 has garnered a lot of attention in the gaming world because of its new and improved graphics and rendering engine, the physics simulator, particle generator, and more. This book is the ideal guide to help you leverage all these features to create state-of-the-art games that capture the eye of your audience. Inside we’ll explain advanced shaders and effects techniques and how you can implement them in your games. You’ll create custom lighting effects, use the physics simulator to add that extra edge to your games, and create customized game environments that look visually stunning using the rendering technique. You’ll find out how to use the new rendering engine efficiently, add amazing post-processing effects, and use data tables to create data-driven gameplay that is engaging and exciting. By the end of this book, you will be able to create professional games with stunning graphics using Unreal Engine 4!
Table of Contents (22 chapters)
Mastering Unreal Engine 4.X
Credits
About the Author
Acknowledgments
About the Reviewer
www.PacktPub.com
Preface
Index

Saving and loading game data in blueprints


When it comes to save and load values for your game, C++ is the king. While anything else within Unreal Engine is faster and easier to make with blueprints, actually saving and loading data takes too many nodes within a blueprint.

It could take exactly 15 nodes to store a value to the *.sav file, and the same amount of nodes in order to load a value and use it.

So, as we started in C++ by creating a class based on the SaveGame class, the same rule applies for the blueprint method. You will need to create a blueprint based on the SaveGame class, and in that case, I named it BellzSaveGame too, just as in the C++ example.

Feel free to add any variables within this blueprint, as those variables will represent exactly what we were adding within the BellzSaveGame header file.

But the most important part is creating a SaveGame variable within any blueprint that will be holding a logic to save or load data.

Finally, do the save or load itself. In either case...