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 |
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 |
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
WorldContextis managed using a weak pointer to avoid memory leaks.Initialization Dependencies: The world context must be set via
SaveDataFromorLoadDataTobefore calling any methods that require it.