You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: Docs/quick-start/presets.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -31,7 +31,7 @@ The preset can also be changed from blueprints in runtime calling:
31
31
32
32
![INSERT DETAILS SCREENSHOT HERE]()
33
33
34
-
{% hint style='hint' %} All settings have defined tooltips describing what they are used for. Check them moving your mouse over the property. {% endhint %}
34
+
?> All settings have defined tooltips describing what they are used for. Check them moving your mouse over the property.
35
35
36
36
***Gameplay**: Configures the runtime behavior of the plugin. Debug settings are also inside Gameplay. [Check Saving & Loading](saving&loading.md)
37
37
***Serialization**: Toggle what to save from the world.
Copy file name to clipboardExpand all lines: Docs/resources/configuration.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -16,7 +16,7 @@ Under *Project Settings* -> *Game* -> *Save Extension: Default Preset* you will
16
16
17
17
This default settings page is useful in case you have many presets, or in case you have none (because without any preset, default is used).
18
18
19
-
{% hint style='hint' %} All settings have defined tooltips describing what they are used for. Check them moving your mouse over the property. {% endhint %}
19
+
?> All settings have defined tooltips describing what they are used for. Check them moving your mouse over the property.
20
20
21
21
***Gameplay**: Configures the runtime behavior of the plugin. Debug settings are also inside Gameplay. [Check Saving & Loading](saving&loading.md)
22
22
***Serialization**: Toggle what to save from the world.
Copy file name to clipboardExpand all lines: Docs/resources/multithreading.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -26,7 +26,7 @@ This means platforms with many cores like modern CPUs will obtain very noticeabl
26
26
27
27
This method is only available if [Multithreaded Serialization](#multithreaded-serialization) is disabled.
28
28
29
-
{% hint style='danger' %} Frame Splitting is not recommended if level streaming saving is enabled. It could be interrupted while loading or saving creating unexpected issues {% endhint %}
29
+
!> Frame Splitting is not recommended if level streaming saving is enabled. It could be interrupted while loading or saving creating unexpected issues
Runs independently from the rest of the save process. An screenshot of the desired characteristics will be queued in ue4's system and then saved with its correct name after x frames.
20
+
21
+
## Capture stats
22
+
Store game time, current map, filters and more inside a new SlotData object.
23
+
24
+
## Serialize World
25
+
We iterate all actors to be saved and serialize each of them.
4
26
5
27
```mermaid
6
-
graph LR
7
-
A[Start] --> B{Valid Map?};
8
-
B -->|Yes| D[Prepare Levels];
9
-
B -->|No| C[Load Map];
10
-
C --> D;
11
-
D --> E[Deserialize];
28
+
flowchart TB
29
+
classDef CEntry stroke:#ea9999;
30
+
31
+
A[Bake Filters]:::CEntry --> Levels;
32
+
subgraph Levels [Serialize Levels]
33
+
subgraph Level [Serialize Level]
34
+
LevelB -->|Loop all saved actors| LevelA;
35
+
LevelA[Serialize Actor]:::CEntry --> LevelB[Serialize Actor Components];
36
+
end
37
+
38
+
Level -->|Loop all levels| Level;
39
+
end
40
+
Levels --> Done
12
41
```
42
+
43
+
If **MultithreadedSerialization** is *SaveAsync* or *SaveAndLoadAsync*, actors to be deserialized will be distributed between all available threads.
0 commit comments