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Save Graphs are a feature planned to release on 1.3.
They add Blueprintable save graphs that allow devs to specify flexible save behaviors.
When Save is executed, an specified graph is created and "Prepare" event called.
"Prepare" will add actor, component and object packets with different settings and classes. Only this classes will be saved, and it can change every time game is saved.
At Loading all this packets are applied the same way they were when saving
Advantages
Exclusive saving (Only what the dev wants)
Better performance
Variable in runtime
Fitting new genres and needs
Less bug prone
Simpler than previous "Presets"
Allows the saving of sub-objects
Adds per-packet custom serialization (which can also add more packets)
Disadvantages
I can't think of any!
The text was updated successfully, but these errors were encountered:
Save Graphs are a feature planned to release on 1.3.
They add Blueprintable save graphs that allow devs to specify flexible save behaviors.
When Save is executed, an specified graph is created and "Prepare" event called.
"Prepare" will add actor, component and object packets with different settings and classes. Only this classes will be saved, and it can change every time game is saved.
At Loading all this packets are applied the same way they were when saving
Advantages
Disadvantages
The text was updated successfully, but these errors were encountered: