Component Custom Properties

Global Options

Get Enable Component

Get the value of bEnableComponent
If false, the owner Actor of this component will not be saved or loaded.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Enable Component

Set the value of bEnableComponent
If false, the owner Actor of this component will not be saved or loaded.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Was Saved

Get the value of bWasSaved
If the Actor is saved into a file this value will be true

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Was Saved

Set the value of bWasSaved
If the Actor is saved into a file this value will be true
This value is automatically set to true if the owner Actor of this component was saved

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Actor Options

Get Destroy Actor On Load Game If Was Not Saved

Get the value of bDestroyActorOnLoadGameIfWasNotSaved
If true, Destroy the owner Actor of this component on Load Game (when CSW::AutoLoadActorsDataFromSave() is called) if the Actor wasn't saved into a SaveFile
For Actors that were spawned in the world and weren't saved
By default the actors will not be destroyed, this is because it can affect the experience while designing a level.
This value can be set to true in runtime, so runtime generated Actors will be destroyed if weren't saved into a SaveFile

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Destroy Actor On Load Game If Was Not Saved

Set the value of bDestroyActorOnLoadGameIfWasNotSaved
If true, Destroy the owner Actor of this component on Load Game (when CSW::AutoLoadActorsDataFromSave() is called) if the Actor wasn't saved into a SaveFile
For Actors that were spawned in the world and weren't saved
By default the actors will not be destroyed, this is because it can affect the experience while designing a level.
This value can be set to true in runtime, so runtime generated Actors will be destroyed if weren't saved into a SaveFile

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Load Actor With Random ID Name

Get the value of bLoadActorWithRandomIDName
If true, the owner Actor of this component will load with a random ID Name ONLY if there are not actors in the world that match it's IDName (use it with caution)
In case these Actors loads and there is an Actor that match it's ID, this option will do nothing as the Actor that match the ID will be updated
Useful for loading Actors that were destroyed and if the Garbage Collector isn't doing the job removing them completely.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Load Actor With Random ID Name

Set the value of bLoadActorWithRandomIDName
If true, the owner Actor of this component will load with a random ID Name ONLY if there are not actors in the world that match it's IDName (use it with caution)
In case these Actors loads and there is an Actor that match it's ID, this option will do nothing as the Actor that match the ID will be updated
Useful for loading Actors that were destroyed and if the Garbage Collector isn't doing the job removing them completely.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Default Components Options

Options that will affect to all the components of an Actor by default.

Custom components options overrides these default options.

Get Save Components

Get the value of bSaveComponents
If true, all the components of the owner Actor of this component will be saved by default

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Save Components

Set the value of bSaveComponents
If true, all the components of the owner Actor of this component will be saved by default

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Save Components Location

Get the value of bSaveComponentsLocation
If true, the owner Actor will auto save and load the Location for all its SceneComponents

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Save Components Location

Set the value of bSaveComponentsLocation
If true, the owner Actor will auto save and load the Location for all its SceneComponents

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Save Components Rotation

Get the value of bSaveComponentsRotation
If true, the owner Actor will auto save and load the Rotation for all its SceneComponents

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Save Components Rotation

Set the value of bSaveComponentsRotation
If true, the owner Actor will auto save and load the Rotation for all its SceneComponents

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Save Components Scale

Get the value of bSaveComponentsScale
If true, the owner Actor will auto save and load the Scale3D Data for all its SceneComponents

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Save Components Scale

Set the value of bSaveComponentsScale
If true, the owner Actor will auto save and load the Scale3D Data for all its SceneComponents

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Save Components Linear Velocity

Get the value of bSaveComponentsLinearVelocity
If true, the owner Actor will auto save and load the Linear Velocity for all its PrimitiveComponents

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Save Components Linear Velocity

Set the value of bSaveComponentsLinearVelocity
If true, the owner Actor will auto save and load the Linear Velocity for all its PrimitiveComponents

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Get Save Components Angular Velocity

Get the value of bSaveComponentsAngularVelocity
If true, the owner Actor will auto save and load the Angular Velocity for all its PrimitiveComponents

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Boolean

Set Save Components Angular Velocity

Set the value of bSaveComponentsAngularVelocity
If true, the owner Actor will auto save and load the Angular Velocity for all its PrimitiveComponents

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Value
Boolean

Outputs

Out
Exec

Custom Components Options

Options that will affect to only certain components (filtered by component name).

Get Component Options

Get the Array of ComponentOptions for the owner Actor of this component.

Custom Options for an specific component of the owner Actor.
These custom options will override the Default Components Options.

Inputs

Target
CSWAuto Save and Load Component Object Reference

Outputs

Return Value
Array of CSWAuto Save Component Option Structures

Set Component Options

Set the Array of ComponentOptions for the owner Actor of this component.

Custom Options for an specific component of the owner Actor.
These custom options will override the Default Components Options.

Inputs

In
Exec

Target
CSWAuto Save and Load Component Object Reference

Options
Array of CSWAuto Save Component Option Structures

Outputs

Out
Exec

Updated: