How to Save and Load Asynchronously in Unreal Engine 5 using C++
Let's go over the process of how to save and load actors asynchronously using C++. We'll use Async and AsyncTasks to offload the tasks to other threads.
Let's go over the process of how to save and load actors asynchronously using C++. We'll use Async and AsyncTasks to offload the tasks to other threads.
Saving and loading data is critical to any video game and in this post I go over the basic techniques of how to do this in C++.
List views can difficult to understand in UE5. This post should help with some of the pain points while also providing some helpful C++ code.
Structs can helpful to keep data structured throughout your project. This is a very simple example of creating a struct and using it with a BP player.
Set up a basic widget with text and a progress bar in C++ using BindWidget to connect the variables
Line traces can be great tools when needing to get information from hit objects or to understand other relational data through a raycast.
Timers are super helpful for triggering events in time intervals. We'll create a very simple TimerHandle that prints the screen every three seconds.
In this example we'll make a basic material with a couple parameters and update them with C++
MoveComponentTo is a really simple function inside the Kismet System Library for moving components to different locations inside an actor.
Quick simple example of how to use BindRaw to bind to a delegate created in another class
Just like Event Dispatchers, delegates are a great way to communicate with different actors and classes throughout the program.
Timelines are extremely useful throughout game development and provide a lot of utility in Unreal.