Save
- Bind
OnQuestSaveDirtyon the Quest Component. - When it fires, call
GetSaveData. Then storeFQuestSaveDatain your save game. - On load, call
LoadSaveDatawith that struct.
The plugin does not write to disk. You own the save files.
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.