23 UFUNCTION(BlueprintCallable, Category=
"Save/Load", meta=(WorldContext=
"WorldContextObject"))
24 static bool SaveGame(
const UObject* WorldContextObject);
26 static bool SaveLoadAllComponents(AActor* Actor,
const bool bSave =
true);
28 static bool SaveLoadActor(AActor* Actor,
const bool bSave =
true);
30 UFUNCTION(BlueprintCallable, Category=
"Save/Load")
31 static bool LoadPlayer(APlayerState* PlayerState);
32 UFUNCTION(BlueprintCallable, Category=
"Save/Load")
33 static bool SavePlayer(APlayerState* PlayerState);
35 UFUNCTION(BlueprintCallable, Category=
"Save/Load")
36 static bool SaveActor(AActor* Actor);
37 UFUNCTION(BlueprintCallable, Category=
"Save/Load")
38 static bool LoadActor(AActor* Actor);
41 UFUNCTION(BlueprintCallable, Category=
"Save/Load")
42 static bool SaveAllComponents(AActor* Actor);
44 UFUNCTION(BlueprintCallable, Category=
"Save/Load")
45 static bool LoadAllComponents(AActor* Actor);
47 static bool SaveGameState(
const UObject* WorldContextObject,
const bool bSave =
true);
48 static bool SaveGameMode(
const UObject* WorldContextObject,
const bool bSave =
true);
49 static bool SaveGameInstance(
const UObject* WorldContextObject,
const bool bSave =
true);
52 UFUNCTION(BlueprintCallable, Category=
"Save/Load", meta=(WorldContext=
"WorldContextObject"))
53 static bool LoadGame(
const UObject* WorldContextObject);
UCLASS(Blueprintable, BlueprintType, ClassGroup=(BucciGames), meta=(BlueprintSpawnableComponent)) class CHATSYSTEM_API UChatSystemComponent
Definition ChatSystemComponent.h:13