Rolly Docs

Show when the game saves and loads

A saving sign, notices that say what went wrong, and a loading screen with the save's picture show on their own as the game saves and loads, whichever menu started it, also while a map loads and through seamless travel.

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50 of 64
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1.0.0
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The saving indicator

Figure 1. The saving indicator on a light and a dark frame: Saving with the spinner, Saved with the check, and Saving with Reduce Motion, the spinner standing still.

From the start of a save until it is written, a plate in the corner says Saving with a spinner, then Saved with a check. Project Settings > Plugins > Rolly Save Screens > Saving Indicator:

Setting Default What it does
Show Indicator on Turns it on.
Kinds Manual, Quick, Autosave, Checkpoint, Imported Saves of these kinds show it; memory slots and rewind points never do.
Show for Profiles off Also shows it for a profile saved alone.
Corner Bottom Right The corner of the saving player’s part of the screen, 24 inside the safe area; the loading overlay’s Loading sign uses it too.
Minimum Time 1 s Saving stays at least this long from the first save’s start, 0 to 10 s, so a fast save is still seen.
Saved Time 0.75 s How long Saved shows, 0 to 5 s; 0 for none.
Hide Under Screens on Hidden while the player has a Rolly screen open, whose rows show the save; a save that ends there shows Saved as the screen closes. A console’s rules for saving icons may ask for it off.
Hide When the Platform Shows Its Own on Hidden while the platform’s storage shows its own saving interface: with Project Settings > Plugins > Rolly Save > Platform Save Interface on, on a platform whose save system has one, such as a console’s saving icon.
Narrate Saved on Menu narration says “Saved.” when nothing else speaks.
Show While Held on Shows Loading with the spinner in the corner of each local player Rolly Save holds for ground while no loading overlay covers the screen, so a player who cannot move sees why. Needs Show Indicator.
Held Delay 0.3 s How long a player’s hold waits for ground before its Loading shows, 0 to 5 s, so a short wait shows nothing; 0 shows it as the hold starts.

Saves that start while it shows keep it until the last one ends. A save that fails hides it at once, and the save-failed notice says why. Each showing is in the part of the screen of the player whose slot screen started the save, player 1’s for every other save, and stays across map changes. Its spinner turns and its timers run only while it shows.

Show Rolly Saving Indicator Preview (Player, Seconds) shows Saving in that player’s corner for Seconds without a save, for a start-up screen that tells players not to switch off while the sign shows, as some console rules ask. It fades without saying Saved; a save that starts meanwhile takes it over. It shows nothing while a save shows the indicator or while the platform shows its own.

With Show While Held, each local player held for Held Delay by a hold that waits for ground (see Hold players until the ground has loaded), such as after a load that kept the map, sees Loading in its own part of the screen until its release, when it fades out over 180 ms. In split screen every held player has its own plate, timed from its own hold. A hold without Until Ground, such as one for a cutscene, shows nothing. A save in a held player’s part of the screen takes the plate’s place, Saving and Saved, then Loading again; a loading overlay hides every plate while it covers the screen. With Show Indicator off no Rolly plate shows at all. The check behind the plates runs only while a local player is held and both settings are on, and ends with the hold, also when seamless travel ends it or the player’s controller goes, as a load into another map takes it. Under a Rolly screen a plate hides as the screen opens (Hide Under Screens).

Notices

Toasts on the player’s screen, the player whose slot screen asked, otherwise player 1. Under Notices:

Notice Kind Words Default
Save Failed Warning Could not save. {Status} on, autosaves included
Load Failed Warning Could not load. {Status} on, for loads the slot screen did not start
Loaded Backup Warning Loaded the backup copy. Your last save may be missing. Or, when save protection found the newest copy changed: This save was changed outside the game, so its backup loaded. on
Saved Success Saved. off; saves from the slot screen and quick saves
Deleted Info Deleted {Title}. off
Low Storage Warning Storage is almost full. Free some space so saving keeps working. on, at On Low Storage
Signed Out Warning {Player} signed out, so saving is paused. on, as the user who owns the slots signs out

{Status} is the result’s status as Get Save Status Text words it, such as “There is not enough storage space.” for Low Storage. Low Storage shows once below Project Settings > Plugins > Rolly Save > Low Storage Warning and again after the space recovered; Signed Out shows on storage that keeps users’ saves apart (see Keep saves with each player’s account). Changed saves are covered in Protect saves from editing. The slot screen tells its own failures in a dialog, so the notice stays quiet for exactly those; an autosave that fails meanwhile still gets its notice. An autosave a load left out ends as Busy without a notice: the loaded game goes on. The slot screen and the profiles panel also show “Exported to {File}.”, “Imported {Title}.”, “Now using {Name}.”, and, always, “Only the host can save and load.” and “Only Player 1 can load.”

The loading overlay

Figure 2. The loading overlay: the save's picture, the bar at 55 percent, the title Before the cellar, the place Tavern Cellar, and Loading with the spinner in the corner.

From the start of a load until its world is ready, an opaque overlay covers every player’s screen with the save’s picture, a progress bar, its title and its place, and Loading in the indicator’s corner. Under Loading Overlay:

Setting Default What it does
Show Overlay on Turns it on.
Show for Keep Current Map off Loads into the current map finish within a frame or two and show none.
Show Picture on The loaded save’s picture, title and place.
Wait for World on Keeps the overlay up after On Load Finished until On World Ready, while held players wait for the ground and spread values are set, so players never see the world stream in. Off: it hides at On Load Finished.
Figure 3. The loading overlay with the bar at 92.5 percent: the values are set and Waiting for World is half done.

The overlay shows in the frame the load starts and stays on the viewport through the load’s map change, hard travel or seamless travel through a transition map alike. The bar follows the load’s phases and never moves back: Reading fills to 10 %, Migrating holds 15 %, Loading Assets fills to 80 %, Opening Map holds 80 %, Setting Values 85 %, and Waiting for World fills the rest as held players’ cells load and spread values are set. On World Ready fills it, it fades out in that frame, and menu narration says “Loaded.”; with Wait for World off, On Load Finished does. A second load during the wait keeps the overlay and starts the bar over, and a travel that ends the wait hides it. A load that fails before the map changes fades it at once, without “Loaded.”, and the slot screen’s dialog or the load-failed notice follows. For a load the slot screen started, the picture is the one the screen showed; for others it is read from the picture cache and appears when ready. Menu narration says “Loading {Title}.”, for other loads once the title is read.

While the map loads

The engine loads a map by hard travel on the game thread, so nothing the game draws moves until the new map’s first frame. Under Loading Overlay, Map Load Screen decides what shows meanwhile:

Value What shows
Frozen (default) The window keeps its last frame, which holds the overlay at 80 %. Nothing turns.
Movie Player The engine’s movie player draws a copy of the overlay on its own thread through the map load: the same picture, bar at 80 %, title, place and Loading, its spinner turning. Packaged and standalone games only.
Figure 4. On the left the loading overlay as the map change starts, on the right the Movie Player screen drawn from it: the same picture, bar at 80 percent, title Before the cellar, place Tavern Cellar and Loading in the corner.

The Movie Player screen copies the built-in overlay’s layout, theme, texts and picture as the map change starts; a Blueprint overlay’s parts of its own are not copied. It answers only Rolly Save’s own map change, only while the overlay shows, and only when no loading screen is set up: a game that sets up its own with the movie player’s Setup Loading Screen keeps it. It holds the picture and the theme’s font assets until the movie ends, through the garbage collection inside the map load. Seamless travel never uses the movie player; the game keeps drawing the overlay through its transition map.

Play In Editor cannot show the movie player, so map loads keep the last frame there, and the Message Log says so once per session (MoviePlayerInEditor). Check the screen in Standalone or a packaged build. The movie player is also off with -NoLoadingScreen, on a server and without threaded rendering; one log line says so.

Use your own indicator and loading screen

  • A Blueprint of the built-in one: make a Blueprint subclass of Rolly Save Saving Indicator or Rolly Save Loading Overlay and name it in Project Settings > Plugins > Rolly Save Screens > Classes. The held players’ Loading plates use the indicator’s class too. Widgets named like the parts are driven by the code: Plate, Spinner, DoneIcon and StatusText on the indicator; Backdrop, Picture, ProgressBar, TitleText, LocationText, Spinner and StatusText on the overlay.
  • Your own widgets: turn Show Indicator, Show Overlay or the notices off and bind the Rolly Save Subsystem’s events.
    • Saving: On Save Started (the slot, its kind and who started it) and On Save Finished.
    • Loading screen: show it at On Load Started (the slot, and whether it opens a map). For the map load itself, set up your own screen with the engine’s movie player before the map changes; Rolly Save’s Movie Player screen then stays out. On Load Progress gives the phase and, for Loading Assets and Waiting for World, its progress from 0 to 1. To keep it up until the world is ready, as the built-in overlay does with Wait for World on, end it at On World Ready for the same slot: Waiting for World follows On Load Finished while held players wait for their ground and spread values are set, and its progress is the share of that done. To end it with the load, as with Wait for World off, use On Load Finished. A failed load and On Load Cancelled (a load the game stopped before its map change) end it too; a failed load gets On World Ready right after On Load Finished.
    • Held players: On Player Held fires as a player’s first hold starts and On Player Released as its last one ends; Is Rolly Player Held says whether it is still held, and in C++ IsPlayerWaitingForGround whether a hold waits for the ground. A hold that seamless travel ends gets no On Player Released, so a screen of your own also ends when the map changes.