Bugfix Loading into Incomplete Tutorial Loads the Player into Open World Instead of Tutorial Level

This commit is contained in:
Rafal Swierczek 2024-02-01 15:47:46 +00:00
parent e205f7522c
commit 971ed07da9
4 changed files with 8 additions and 28 deletions

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@ -7,27 +7,7 @@
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@ -149,7 +129,7 @@
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@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:fb2866d4ceb699f5ab8a45d5fe54ca1d4c7110cd78fde174771b73e6a9bc2253
size 108722
oid sha256:3be7dbbcdd1961057cca4f605b514d0d627ebe068e0f5255eecb7ae4be051610
size 117724

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@ -14,11 +14,11 @@ void UEVGameInstance::CreateNewSaveGameInstance()
UGameplayStatics::SaveGameToSlot(MainSaveGameInstanceRef, "MainSave", 0);
}
void UEVGameInstance::LoadSaveGameInstance()
int UEVGameInstance::LoadSaveGameInstance()
{
if (!UGameplayStatics::DoesSaveGameExist("MainSave", 0)) return;
UE_LOG(LogTemp, Warning, TEXT("Loading Game Save into GI"));
if (!UGameplayStatics::DoesSaveGameExist("MainSave", 0)) return 0;
MainSaveGameInstanceRef = Cast<UMainSaveGameClass>(UGameplayStatics::LoadGameFromSlot("MainSave", 0));
return MainSaveGameInstanceRef->CurrentMainBountyIndexSave;
}
void UEVGameInstance::OnStart()

View File

@ -27,7 +27,7 @@ public:
void CreateNewSaveGameInstance();
UFUNCTION(BlueprintCallable)
void LoadSaveGameInstance();
int LoadSaveGameInstance();
protected:
virtual void OnStart() override;