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UE saves and loads games, automatically saves and loads sub-levels, controls flow, switches scenes, and serializes structures. This project helps users become familiar with using these features, and the structure serialization blueprint will be provided in the next version.

Setup

  1. Add 'LQuickFrame' to the project plugin folder and enable the plugin.
  2. Right-click in the 'Content' folder, select 'QuickFrame/LSavePreset' to create a save preset.
  3. Configure 'LSavePreset' and add it to 'ProjectSettings/Game/LQuickFrameSettings'.
  4. Set 'Game Instance Class' to LGameInst in 'ProjectSettings/Maps & Modes'.

interface 'LBaseInterface'

// Automatically called when loading is completevoid 
OnInit(bool bLoaded)
// Objects that do not need to be saved during special periods use this
bool IsNowCanSave()
// Custom serialization for saving and loading
void OnSerialize(FArchive& Ar)

Common Functions

// Save World
LSaveSystem->SaveWorld
// Save Object
LSaveSystem->SaveObject
// Load Object
LSaveSystem->LoadObject
/* 
* New World(scene switching),Process Description
* 1. Asynchronously load the scene and switch, then load sublevels.
* 2. After the scene is loaded, wait for navigation data to load.
* 3. Call LBaseInterface->OnInit(false) on all objects.
* 4. Call LGameInst::OnGameStart
*/
LGameInst->NewWorld
/*
* Load World,Process Description
* 1. read slot info,Switch scenes and automatically load sub-levels.
* 2. After the scene is loaded, wait for navigation data to load.
* 3. Call LBaseInterface->OnInit(true) on all objects.
* 4. Call LGameInst::OnGameStart
*/
LGameInst->LoadWorld
// Open and Close Levels
LGameInst->OpenCloseLevels

Plugin Address Unreal Market

Copyright © 2025 liwei email:289423619@qq.com

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UE Save Game & Flow Control

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