Fixed savegame
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@@ -20,19 +20,6 @@ bool USaveSubsystem::SaveGame(const FString& SlotName) const
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return UGlobalSaveGameData::SaveGame(CurrentSave, SlotName);
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}
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void USaveSubsystem::AddItem(const FItemSaveRecord& Record)
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{
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Items.Add(Record);
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}
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void USaveSubsystem::RemoveItem(const FGuid& InstanceId)
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{
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Items.RemoveAll([InstanceId](const FItemSaveRecord& Item)
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{
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return Item.InstanceId == InstanceId;
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});
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}
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void USaveSubsystem::Initialize(FSubsystemCollectionBase& Collection)
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{
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Super::Initialize(Collection);
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@@ -56,6 +43,16 @@ UGlobalSaveGameData* USaveSubsystem::GetCurrentSave()
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return CurrentSave;
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}
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void USaveSubsystem::BP_LoadGame()
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{
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LoadGame();
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}
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void USaveSubsystem::BP_SaveGame()
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{
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SaveGame();
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}
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void USaveSubsystem::PopulateStartingData(UGlobalSaveGameData* Save) const
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{
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if (!Save)
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@@ -19,23 +19,23 @@ public:
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void LoadGame(const FString& SlotName = DefaultSaveSlotName);
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bool SaveGame(const FString& SlotName = DefaultSaveSlotName) const;
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const TArray<FItemSaveRecord>& GetItems() const { return Items; }
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void AddItem(const FItemSaveRecord& Record);
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void RemoveItem(const FGuid& InstanceId);
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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UGlobalSaveGameData* GetCurrentSave();
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protected:
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UFUNCTION(BlueprintCallable)
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void BP_LoadGame();
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UFUNCTION(BlueprintCallable)
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void BP_SaveGame();
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private:
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void PopulateStartingData(UGlobalSaveGameData* Save) const;
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UPROPERTY()
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FString ActiveSlotName = DefaultSaveSlotName;
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UPROPERTY()
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TArray<FItemSaveRecord> Items;
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UPROPERTY()
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TObjectPtr<UGlobalSaveGameData> CurrentSave;
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};
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