SaveAgent
(UActorComponent)
(UActorComponent)
SaveAgents are actor components that can be attached to actors to provide save and load functionality. Each SaveAgent should be Blueprinted and customized specific to the actor class it is being attached to. Note that save data related to actors spawned at runtime will be removed when DestroyActor() is called on the owning actor. SaveAgents also automatically register and respond to the SaveManagerSubsystem when saving to disk.
Call this function to manually save data any time. Do not override unless you've checked the C++ implementation first (being able to override is a side effect of the current C++ to Blueprint implementation). This function calls the SaveData function automatically unless overriden.
Call this function to manually load data at any time. Do not override unless you've checked the C++ implementation first (being able to override is a side effect of the current C++ to Blueprint implementation). This function calls the LoadData function automatically unless overriden.
Override this function to implement saving data unique to the class the SaveAgent is attached to. Always make sure to call the parent function and pass the save game object up the inheritance tree when overriding.
Override this function to implement loading data unique to the class the SaveAgent is attached to. Always make sure to call the parent function and pass the save game object up the inheritance tree when overriding.
Gets the currently loaded KSaveGame object.