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Fixed save doc spacing.
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StudioSyndiCatCaius committed Aug 14, 2024
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Expand Up @@ -13,25 +13,34 @@ The easiest way to save data is to get the **Omega Save Subsystem** and then cal

### Saving Data (Object JSON)
A second way to save is with the `OmegaSaveInterface`. Adding this interface to an object, you can then handle saving data to and from a json field in the main save.

![alt text](../../images/functions/interface_save/f_intf_save_JsonDataLoad.png)
![alt text](../../images/functions/interface_save/f_intf_save_JsonDataSave.png)

`UseJsonSaveData` Must be set `true` for saving from this object to work.

![alt text](../../images/functions/interface_save/f_intf_save_AllowJsonSave.png)

This name will be the field the data is saved too. Be sure not to use any name more than once, or it will override that save data.

![alt text](../../images/functions/interface_save/f_intf_save_GetJsonName.png)

Data for that object can be loaded using `SaveObjectJsonData` & `LoadObjectJsonData` from the Subsystem, OR with the `Save/Load Self JsonData` macro, which will automatical try to save/load data from the object it's called in.

![alt text](../../images/tutorial/subsystem_save/tut_SubSave_JsonObject.png)

### Collected Assets/Guids
Global & Game saves both contain a list of 'collected' **DataAssets** and **GUIDs**. These can be a very easy way of keeping track of collected objects or game data.

![alt text](../../images/tutorial/subsystem_save/tut_SubSave_AssetGuid.png)

### Story States
Story States are assets that can be activated/deactivated and are saved in you game file. They allow you to set up various rules to edit saves & load data/sublevels/actors depending on the narratve state the player is at.

![alt text](../../images/tutorial/subsystem_save/tut_SubSave_StoryState.png)

You can create new story states with the `OmegaStoryState` DataAsset.

![alt text](../../images/tutorial/subsystem_save/tut_SubSave_StoryState_new.png)
![alt text](../../images/tutorial/subsystem_save/tut_SubSave_StoryState_asset.png)

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