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@j0tt j0tt commented Apr 25, 2025

Hello! I'm working on a title where we essentially banned the use of the synchronous SaveGameToSlot method, in favor of AsyncSaveGameToSlot, which brought me to modify this code in our "fork" (we're in p4) and I decided to have my hand at giving it back.

I get that this save file would be so miniscule that the unease of "causing a hitch" should basically be zero, but I figure, if I understand the code correctly, the save object is synchronously written to memory and any node acting on it will be operating off the in-memory version, while the save object on disk can be written asynchronously as a fire and forget. One thing I'm unsure of is if there's a scenario where a BP author tries to call UGameplayStatics::LoadGameFromSlot using the "FlowSave" slot name, independently of FlowGraph, directly after a checkpoint node. 🤔

Anyway, at least here for the discussion :)

@MothDoctor MothDoctor self-assigned this May 15, 2025
@MothDoctor MothDoctor force-pushed the 5.x branch 3 times, most recently from 4b00fe8 to daa3fef Compare May 15, 2025 18:32
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2 participants