Code Modules
Easy Multi Save(Runtime)
Number of C++ Classes
23
Network Replicated
Supported
Supported Development Platforms
Windows, Mac
Supported Target Build Platforms
Windows, Linux, Mac, Android, iOS
[Consoles require manual compiling]
代码模块
轻松多保存(运行时)
C++类数
23
网络复制
支持
支持的开发平台
Windows,Mac
支持的目标构建平台
Windows,Linux,Mac,Android,iOS
[控制台需要手动编译]
🙋♂️Discord Support
Easy Multi Save is an all-in-one save and load solution that will literally save you a lot of time. It is suited for small and large projects and does not require any C++ knowledge, which makes it a perfect fit for Blueprint only and code projects alike. Save and load Level Actors, Level and Sub-Level Blueprints, Player, Inventory, Components, Persistent Data or Settings. It also supports one-click saving of complex Blueprint structures for any Actor. All saved data is compressed for minimum file size!
EMS is tried and tested in many commercial projects such as: Hydroneer, Forgive me Father and Night of the Dead. The system has a simple and consistent structure, so you can jump in right away even if you only know the UE basics. It supports all kinds of games and apps and can be compiled for all platforms. The design allows for maximum flexibility, while being fully in-line with the standards of UE: “Work smarter, not harder!”
Main Features
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A fast and streamlined way of saving/loading complex game data.
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Use a single save game or an infinite amount of save slots, along with thumbnails.
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Save and load Level Actors, Level Blueprints, Player, Inventory and more.
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Save and load Persistent data like progress.
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Save and load Components and Child Actors.
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Use the ‘Save Interface’ to get save, pre-save and loaded events for an Actor.
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The system automatically decides what Actors to update or respawn, don’t worry!
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Load and save Actors in open worlds with World Partition or Streaming.
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Fully automated saving/loading of huge World Partition levels.
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Save any variable and use its loaded data directly.
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Preserve data between multiple Persistent Levels and Worlds.
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Ongoing support and updates since 2018.
Advanced Features
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Multi-Thread and Deferred Loading to load/save many Actors.
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Multi-User game support.
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Clean file structure with Desktop and Console file system support.
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Supports automatic saving/loading of destroyed Actors.
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Save recursive Blueprint structures with one click.
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Save player, game mode or any other Actor as persistent data.
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Full save file compatibility across Engine and Project builds.
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Support to share save games between players.
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Support for saving only the client in network games.
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Custom Save Objects, for storing settings or additional data.
🕹️可玩演示
📺预览视频
📃文件
⚙️示例项目
🙋♂️不和谐支持
Easy Multi Save是一款一体化保存和加载解决方案,可为您节省大量时间。 它适用于小型和大型项目,不需要任何C++知识,这使得它非常适合蓝图和代码项目。 保存和加载关卡Actor、关卡和子关卡蓝图、播放器、库存、组件、持久性数据或设置。 它还支持一键保存任何Actor的复杂蓝图结构。 所有保存的数据被压缩为最小文件大小!
EMS在许多商业项目中进行了尝试和测试,例如: 水力发电机, 原谅我父亲 和 死者之夜。 该系统具有简单且一致的结构,因此即使您只了解UE基础知识,也可以立即投入使用。 它支持各种游戏和应用程序,可以为所有平台编译。 该设计允许最大的灵活性,同时完全符合UE的标准: “更聪明地工作,而不是更努力!”
主要特点
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一个快速和简化的方式保存/加载复杂的游戏数据。
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使用一个单一的保存游戏或无限量的保存插槽,连同缩略图.
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保存和加载关卡Actor、关卡蓝图、玩家、库存等。
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保存和加载持久性数据,如进度。
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保存和加载组件和子Actor。
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使用”保存界面”获取Actor的保存、预保存和加载事件。
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系统会自动决定要更新或重生哪些Actor,不用担心!
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使用世界分区或流式传输在开放世界中加载和保存Actor。
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全自动保存/加载巨大的世界分区级别。
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保存任何变量并直接使用其加载的数据。
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在多个持久级别和世界之间保存数据。
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自2018年以来持续的支持和更新。
高级功能
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多线程和延迟加载以加载/保存许多Actor。
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多用户游戏支持。
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使用桌面和控制台文件系统支持清洁文件结构。
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支持自动保存/加载已销毁的Actor。
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一键保存递归蓝图结构。
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将玩家、游戏模式或任何其他Actor保存为持久数据。
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引擎和项目构建之间的完全保存文件兼容性。
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支持玩家之间共享保存游戏。
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支持在网络游戏中仅保存客户端。
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自定义保存对象,用于存储设置或其他数据。
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