Save Structs

All structs in the save system

FObjectData

Struct that represents a serialized Object.

Variable
Description

ObjectClass

The class of the Serialized object

Data

An array of uint8 that are the actual serialized object variables

FObjectiveData

Struct that represent a serialized Objective

Variable
Description

ObjectiveData

FObjectData that is the serialized Objective

ObjectiveFragment

FObjectData that is the Seriazlied ObjectiveFragment

FQuestInstanceData

Struct that represent a serialized Quest

Variable
Description

QuestID

FString that is the persistent ID of the quest

Quest Data

FObjectData that is the Seriazlied Quest

CurrentObjectivesData

Array of FObjectiveData that represents the current active objectives

OptionalObjectivesData

Array of FObjectiveData that represents the optional objectives

FQuestGiverData

Struct that represent the datas for quest giver

Variable
Description

QuestsToGive

Array of Class of UQuestDefinition that represents all quests that we must give

FSavableData

This structs represents the datas about items placed in the world

Variable
Description

Transform

The transform of the item to be saved

bIsSpawned

Weither the item is spawned in the world. For example if we dynamically destroyed an item while playing, we can set this variable to false so that on the next session, the item will destroy itself at the beginning of the session

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