Quick Start will show the basic steps to follow to setup the plugin and start using it at a base level.
Setting Up the Project
If everything went right, we should see the plugin enabled under Edit->Plugins->Piperift
Using the Plugin
Save Extension requires minimum setup. The only thing you have to do is to call Saving and Loading. Therefore as an example we will make a level-blueprint save when we press R and load with T.
Lets start by opening the level-blueprint of the scene we want to use:
Then we add the following functions:
Save Slot to Id will save the world into slot 0 and override if another save was there.
Load Slot from Id will load world from slot 0
Something to save
Player's rotation and location will always be saved (unless you disable it from Configuration) but we can also add to the scene some actors to be saved. They could save variables, physics, positions, etc.
Saving a variable
To save any variable inside an Actor or Component we can just tick "SaveGame" on its properties: