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A very flexible, practical storage system, available as a blueprint component. Can be very convenient in the blueprint to solve the problem in the game storage, support in addition to uobject other than any data.
Store and load (restore) any data other than uobject. Supports c ++ and Blueprint custom Struct, Enum, Array, Set, Map data, without the need for additional operations. And support pre-storage and post-load callback (DELEGATE) which can be very convenient for you to write and save the relevant logic.
List of Features:
Saving all base types of value in blueprint ,Except pointer type value ( Uobject based)
Saving custom Blueprint structure ,enumerate value.
Saving custom c++ exposed value.
Support array ,set ,map container.
Automatic Call custom delegate function before save and after load.
Saving data in file or memory.
If multiplayer ,just call save/load function on server.
Network Replicated: Yes
Supported Development Platforms: "Win64", "Win32", "Mac", "IOS", "Android"
Supported Target Build Platforms: "Win64", "Win32", "Mac"
Documentation Included: No
Example Project: drive.google.com/file/d/0B9ZvyymnYgVLUmhuOXJNQUItN0k/view?usp=sharing
Important/Additional Notes: 😊 Good good study ,day day up. 😊
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