Save
- Bind
OnQuestSaveDirtyon the authority Quest Component. - When it fires, call
GetSaveData. Then storeFQuestSaveDatain your save game. - On load, call
LoadSaveDataon the server before or as the player joins.
LoadSaveData on a non-authority machine is ignored. Clients receive state through replication.
Fail-timer remaining syncs to the owning client. That sync does not mark save dirty.
Build the tracker and log on the HUD page for this mix.
The sample project stores FQuestSaveData in UQESaveGame. That class is sample code. It is not part of the plugin.