Saving DigiCam

Assuming you have already got a Save Game Object setup inside your project, this page will cover how to utilize a few functions from the DigiCam component to make saving and loading photos and customizable values quick and easy. For this example, I will be using Story Framework's save game, which is a rather traditional approach to saving and loading.

Learn more about how Saving and Loading is handled in Unreal, and how Save Game Objects are used.


1

Creating the "DigiCamSaveData" variable

Firstly inside of your Save Game Object, create a new variable and change it to be the DigiCamSaveData_S structure. This structure contains all of the values that would need to be saved/loaded.

2

Saving DigiCam

Next, we now need to save DigiCam's data to this newly created variable. Getting a reference to the DigiCam component can be done by calling the GetDigiCamReference function, and then calling the MakeSaveDataFromDigiCamComponent function to get all of DigiCams values packed into a single structure. We can then use the structure output value from that function to plug into our DigiCamSaveData_S structure variable we created inside our Save Game Object. (This would be done in the same blueprint that you are already saving and loading variables and values).

3

Loading DigiCam

Now that we are saving all of DigiCam's values, we can now move onto loading those values back into the DigiCam component when loading our game. As before, we can get a reference to our DigiCamSaveData_S structure variable we created from our Save Game Object reference, and plug that value into the LoadDigiCamData function that can be created from a GetDigiCamReference function.


If all is setup correctly, DigiCam should be correctly saving and loading all of its information including captured photos, customized object display names, "IsActive" states, etc.

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