Save Structs
All structs in the save system
FObjectData
Struct that represents a serialized Object.
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
ObjectiveData
FObjectData that is the serialized Objective
ObjectiveFragment
FObjectData that is the Seriazlied ObjectiveFragment
FQuestInstanceData
Struct that represent a serialized Quest
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
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
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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