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. SaveAgents automatically register and respond to the SaveManagerSubsystem when saving to disk.
NOTE: When the owning Actor is spawned at runtime and is explicitly destroyed with DestroyActor(), RemoveSaveData() is called. Override RemoveSaveData() to remove unnecessary save data.
Sets if instances of the SaveAgent should save if their owning Actor was spawned at runtime.
Sets if the SaveAgent will save on EndPlay() (getting destroyed).
Override this function to check conditions that determine if the class should save.
Override this function to check conditions that determine if the class should save.
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.
Override this function to implement removing save data when it is no longer needed.