Component Get & Set

These functions can be used to save and load variables. It’s a convenient way of saving variables as it can avoid the neccesity of creating variables inside the Actor Blueprint.

The use of these functions are completely optional.

Get Saved Booleans

Get the array of SavedBooleans from this component (these variables already have the SaveGame flag Enabled).
This Array of Booleans can be used to save and load booleans from the owner Actor of this component calling the functions GetSavedBooleans() and SetSavedBooleans()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Booleans is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedBooleans() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Booleans
Array of Booleans

Get Saved Bytes

Get the array of SavedBytes from this component (these variables already have the SaveGame flag Enabled).
This Array of Bytes can be used to save and load bytes from the owner Actor of this component calling the functions GetSavedBytes() and SetSavedBytes()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Bytes is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedBytes() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Bytes
Array of Bytes

Get Saved Integers

Get the array of SavedIntegers from this component (these variables already have the SaveGame flag Enabled).
This Array of Integers can be used to save and load Integers from the owner Actor of this component calling the functions GetSavedIntegers() and SetSavedIntegers()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Integers is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedIntegers() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Integers
Array of Integers

Get Saved Floats

Get the array of SavedFloats from this component (these variables already have the SaveGame flag Enabled).
This Array of Floats can be used to save and load Floats from the owner Actor of this component calling the functions GetSavedFloats() and SetSavedFloats()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Floats is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedFloats() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Floats
Array of Floats

Get Saved Names

Get the array of SavedNames from this component (these variables already have the SaveGame flag Enabled).
This Array of Names can be used to save and load Names from the owner Actor of this component calling the functions GetSavedNames() and SetSavedNames()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Names is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedNames() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Names
Array of Names

Get Saved Strings

Get the array of SavedStrings from this component (these variables already have the SaveGame flag Enabled).
This Array of Strings can be used to save and load Strings from the owner Actor of this component calling the functions GetSavedStrings() and SetSavedStrings()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Strings is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedStrings() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Strings
Array of Strings

Get Saved Texts

Get the array of SavedTexts from this component (these variables already have the SaveGame flag Enabled).
This Array of Texts can be used to save and load Texts from the owner Actor of this component calling the functions GetSavedTexts() and SetSavedTexts()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Texts is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedTexts() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Texts
Array of Texts

Get Saved Vectors

Get the array of SavedVectors from this component (these variables already have the SaveGame flag Enabled).
This Array of Vectors can be used to save and load Vectors from the owner Actor of this component calling the functions GetSavedVectors() and SetSavedVectors()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Vectors is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedVectors() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Vectors
Array of Vector s

Get Saved Rotators

Get the array of SavedRotators from this component (these variables already have the SaveGame flag Enabled).
This Array of Rotators can be used to save and load Rotators from the owner Actor of this component calling the functions GetSavedRotators() and SetSavedRotators()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Rotators is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedRotators() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Rotators
Array of Rotator s

Get Saved Transforms

Get the array of SavedTransforms from this component (these variables already have the SaveGame flag Enabled).
This Array of Transforms can be used to save and load Transforms from the owner Actor of this component calling the functions GetSavedTransforms() and SetSavedTransforms()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Transforms is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedTransforms() can be used to store the data.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved Transforms
Array of Transform s

Get Saved Persistent References

Get the array of SavedReferences from this component (these variables already have the SaveGame flag Enabled).
This Array of PersistentReferences can be used to save and load PersistentReferences from the owner Actor of this component calling the functions GetSavedPersistentReferences() and SetSavedPersistentReferences()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n PersistentReferences is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedPersistentReferences() can be used to store the data.

Caution: Saving runtime generated references is not recommended. This array is intended to be used to save Persistent References only (Example: Actors placed in the world while in Editor Mode)

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Saved References
Array of Object Object References

SetSavedBooleans

Set the array of SavedBooleans from this component (these variables already have the SaveGame flag Enabled).
This Array of Booleans can be used to save and load booleans from the owner Actor of this component calling the functions SetSavedBooleans() and SetSavedBooleans()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Booleans is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedBooleans() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Booleans to Save
Array of Booleans

Outputs

Out
Exec

Set Saved Bytes

Set the array of SavedBytes from this component (these variables already have the SaveGame flag Enabled).
This Array of Bytes can be used to save and load bytes from the owner Actor of this component calling the functions SetSavedBytes() and SetSavedBytes()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Bytes is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedBytes() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Bytes to Save
Array of Bytes

Outputs

Out
Exec

Set Saved Integers

Set the array of SavedIntegers from this component (these variables already have the SaveGame flag Enabled).
This Array of Integers can be used to save and load Integers from the owner Actor of this component calling the functions SetSavedIntegers() and SetSavedIntegers()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Integers is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedIntegers() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Integers to Save
Array of Integers

Outputs

Out
Exec

Set Saved Floats

Set the array of SavedFloats from this component (these variables already have the SaveGame flag Enabled).
This Array of Floats can be used to save and load Floats from the owner Actor of this component calling the functions SetSavedFloats() and SetSavedFloats()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Floats is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedFloats() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Floats to Save
Array of Floats

Outputs

Out
Exec

Set Saved Names

Set the array of SavedNames from this component (these variables already have the SaveGame flag Enabled).
This Array of Names can be used to save and load Names from the owner Actor of this component calling the functions SetSavedNames() and SetSavedNames()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Names is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedNames() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Names to Save
Array of Names

Outputs

Out
Exec

Set Saved Strings

Set the array of SavedStrings from this component (these variables already have the SaveGame flag Enabled).
This Array of Strings can be used to save and load Strings from the owner Actor of this component calling the functions SetSavedStrings() and SetSavedStrings()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Strings is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedStrings() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

String to Saves
Array of Strings

Outputs

Out
Exec

Set Saved Texts

Set the array of SavedTexts from this component (these variables already have the SaveGame flag Enabled).
This Array of Texts can be used to save and load Texts from the owner Actor of this component calling the functions SetSavedTexts() and SetSavedTexts()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Texts is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedTexts() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Texts to Save
Array of Texts

Outputs

Out
Exec

Set Saved Vectors

Set the array of SavedVectors from this component (these variables already have the SaveGame flag Enabled).
This Array of Vectors can be used to save and load Vectors from the owner Actor of this component calling the functions SetSavedVectors() and SetSavedVectors()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Vectors is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedVectors() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Vectors to Save
Array of Vector s

Outputs

Out
Exec

Set Saved Rotators

Set the array of SavedRotators from this component (these variables already have the SaveGame flag Enabled).
This Array of Rotators can be used to save and load Rotators from the owner Actor of this component calling the functions SetSavedRotators() and SetSavedRotators()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Rotators is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedRotators() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Rotators to Save
Array of Rotator s

Outputs

Out
Exec

Set Saved Transforms

Set the array of SavedTransforms from this component (these variables already have the SaveGame flag Enabled).
This Array of Transforms can be used to save and load Transforms from the owner Actor of this component calling the functions SetSavedTransforms() and SetSavedTransforms()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n Transforms is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedTransforms() can be used to store the data.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Transforms to Save
Array of Transform s

Outputs

Out
Exec

Set Saved Persistent References

Set the array of SavedReferences from this component (these variables already have the SaveGame flag Enabled).
This Array of PersistentReferences can be used to save and load PersistentReferences from the owner Actor of this component calling the functions SetSavedPersistentReferences() and SetSavedPersistentReferences()
The use of this Array is optional, but very convenient as it allows to keep things cleaner in the Blueprint Editor.
Example, if saving n PersistentReferences is needed, Instead of creating n variables inside the owner Actor of this component, SetSavedPersistentReferences() can be used to store the data.

Caution: Saving runtime generated references is not recommended. This array is intended to be used to save Persistent References only (Example: Actors placed in the world while in Editor Mode)

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

References to Save
Array of Object Object References

Outputs

Out
Exec

Updated: