Bugfix Loading into Incomplete Tutorial Loads the Player into Open World Instead of Tutorial Level
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e205f7522c
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@ -7,27 +7,7 @@
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<option name="autoReloadType" value="SELECTIVE" />
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<option name="autoReloadType" value="SELECTIVE" />
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</component>
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</component>
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<component name="ChangeListManager">
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<component name="ChangeListManager">
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<list default="true" id="8acc2658-cb31-4c49-857f-282cfee74640" name="Changes" comment="">
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<list default="true" id="8acc2658-cb31-4c49-857f-282cfee74640" name="Changes" comment="" />
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<change beforePath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.EndlessVendetta/.idea/workspace.xml" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/BountySystem/ApartmentBounty/MB_Apartment.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/BountySystem/ApartmentBounty/MB_Apartment.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/FirstPerson/Blueprints/BP_FirstPersonCharacter.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Gadgets/CombatGadgets/OverloadModule/CG_OverloadModule.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Gadgets/CombatGadgets/OverloadModule/CG_OverloadModule.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Gadgets/ReconGadgets/RingModule/RG_RingModule.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Gadgets/ReconGadgets/RingModule/RG_RingModule.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Gadgets/ReconGadgets/VisionLink/RG_VisionLink.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Gadgets/ReconGadgets/VisionLink/RG_VisionLink.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/ControlTutorialLevel.umap" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Levels/MainMenuLevel.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/MainMenuLevel.umap" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/Levels/TempOpenWorld.umap" beforeDir="false" afterPath="$PROJECT_DIR$/Content/Levels/TempOpenWorld.umap" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/MainMenu/Gameplay/MainMenuPlayerController.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/MainMenu/Gameplay/MainMenuPlayerController.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Content/StarterContent/Architecture/Floor_400x400.uasset" beforeDir="false" afterPath="$PROJECT_DIR$/Content/StarterContent/Architecture/Floor_400x400.uasset" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/BountyClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/BountyClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/MainBountyClass.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/BountySystem/SideBountyClass.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/Characters/BountyHunterCharacter.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/EVGameInstance.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/EVGameInstance.cpp" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Source/EndlessVendetta/MainSaveGameClass.h" beforeDir="false" afterPath="$PROJECT_DIR$/Source/EndlessVendetta/MainSaveGameClass.h" afterDir="false" />
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</list>
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<option name="SHOW_DIALOG" value="false" />
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<option name="SHOW_DIALOG" value="false" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_CONFLICTS" value="true" />
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<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
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<option name="HIGHLIGHT_NON_ACTIVE_CHANGELIST" value="false" />
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@ -149,7 +129,7 @@
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<workItem from="1706203836052" duration="7461000" />
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<workItem from="1706203836052" duration="7461000" />
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<workItem from="1706626387819" duration="5432000" />
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<workItem from="1706626387819" duration="5432000" />
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<workItem from="1706711852868" duration="19944000" />
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<workItem from="1706711852868" duration="19944000" />
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<workItem from="1706799696925" duration="703000" />
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<workItem from="1706799696925" duration="1378000" />
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</task>
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</task>
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<servers />
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<servers />
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</component>
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</component>
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@ -1,3 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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version https://git-lfs.github.com/spec/v1
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oid sha256:fb2866d4ceb699f5ab8a45d5fe54ca1d4c7110cd78fde174771b73e6a9bc2253
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oid sha256:3be7dbbcdd1961057cca4f605b514d0d627ebe068e0f5255eecb7ae4be051610
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size 108722
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size 117724
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@ -14,11 +14,11 @@ void UEVGameInstance::CreateNewSaveGameInstance()
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UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
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UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
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}
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}
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void UEVGameInstance::LoadSaveGameInstance()
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int UEVGameInstance::LoadSaveGameInstance()
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{
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{
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if (!UGameplayStatics::DoesSaveGameExist("MainSave", 0)) return;
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if (!UGameplayStatics::DoesSaveGameExist("MainSave", 0)) return 0;
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UE_LOG(LogTemp, Warning, TEXT("Loading Game Save into GI"));
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MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::LoadGameFromSlot("MainSave", 0));
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MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::LoadGameFromSlot("MainSave", 0));
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return MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
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}
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}
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void UEVGameInstance::OnStart()
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void UEVGameInstance::OnStart()
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@ -27,7 +27,7 @@ public:
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void CreateNewSaveGameInstance();
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void CreateNewSaveGameInstance();
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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void LoadSaveGameInstance();
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int LoadSaveGameInstance();
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protected:
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protected:
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virtual void OnStart() override;
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virtual void OnStart() override;
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