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ULimenSavesHandler

Overview

ULimenSavesHandler is an abstract class responsible for gathering and serializing gameplay actors implementing ILimenSaveObjectInterface. It stores serialized data locally and provides methods to save and load this data. The class uses recursive serialization, meaning any UPROPERTY marked with SaveGame inside it will also be serialized.

Properties

Type

Name

Access

Description

TWeakObjectPtr

WorldContext

Private

Weak pointer to the current world context.

Functions

Return Type

Signature

Description

bool

DoesListContainDuplicatedDeterministicIds(TArray

& InData) const

Checks if there are any duplicated deterministic IDs in the provided array of FActorSaveData. Logs warnings and errors as necessary.

bool

ShouldSaveData() const override

Always returns true, indicating that data should be saved.

bool

ShouldLoadData() const override

Always returns true, indicating that data should be loaded.

void

PreDataSaved() override

Empty implementation for pre-save logic.

void

PostDataSaved() override

Empty implementation for post-save logic.

void

PreDataLoaded() override

Empty implementation for pre-load logic.

void

PostDataLoaded() override

Empty implementation for post-load logic.

FName

GetUniqueDeterministicId() const override

Returns NAME_None, indicating no unique deterministic ID is available.

bool

SaveDataFrom(UWorld* World)

Sets the world context and returns true if successful.

bool

LoadDataTo(UWorld* World)

Sets the world context and returns true if successful.

UWorld*

GetWorld() const override final

Returns the current world context, asserting that it has been set before calling this method.

Usage & Implementation Notes

  • Threading Constraints: None.

  • Replication Requirements: None.

  • Memory Lifetime Management: The WorldContext is managed using a weak pointer to avoid memory leaks.

  • Initialization Dependencies: The world context must be set via SaveDataFrom or LoadDataTo before calling any methods that require it.

22 May 2026