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Modularize saving and loading into customizable phases #24

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muit opened this issue Mar 17, 2019 · 3 comments
Closed

Modularize saving and loading into customizable phases #24

muit opened this issue Mar 17, 2019 · 3 comments
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Feature Can I have this for Christmas?

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@muit
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muit commented Mar 17, 2019

Describe the feature requested
Split the process of saving and loading into modules or phases that can be customized:

  • Saving & loading files
  • Serializing process
    • Serializing world

How does it help the user (you)?
Adds a lot of flexibility for different games with different needs

Is it related to a problem?
A related problem is that some games change what they save or load during runtime.
One example is a game in which when the player dies he keeps its inventory but doesn't load world.

[Optional] Propose an approach to the feature (the less we think the better!)
Using module blueprints (or c++ objects) that build a sequence of saving orders.
OnSerialize() -> SerializePlayerInventory -> SerializeWorld -> If(playerIsDead) { SerializeAI() }

[Optional] Additional context
Original idea from issue #10

@muit muit added the Feature Can I have this for Christmas? label Mar 17, 2019
@muit muit self-assigned this Mar 17, 2019
@muit muit added this to the 1.2 milestone Mar 20, 2019
@muit
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muit commented Apr 6, 2019

Delayed a little bit to release 1.2 with 4.22

@muit muit removed this from the 1.2 milestone Apr 6, 2019
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muit commented Apr 6, 2019

The serialization module should allow to customize how everything is saved from blueprints.

This includes saying what to save. Map actors, custom picked actors etc.
Its in a way like building a pipeline by calling functions on blueprints.

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muit commented Jun 14, 2019

This feature is now part of Save Graphs(#39).
Closing for tracking purposes.

@muit muit closed this as completed Jun 14, 2019
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