Rolly Save Core|Input
Get Detected Gamepad Family
Pure, on URollySaveCoreInputDeviceSubsystem.
The family of the gamepad used last, whatever the override says (Generic before any).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | ERollySaveCoreGamepadFamily |
Get Gamepad Family
Pure, on URollySaveCoreInputDeviceSubsystem.
The gamepad family for button prompts: the override when one is set, else the family of the gamepad used last.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | ERollySaveCoreGamepadFamily |
Get Input Device Names
Pure, on URollySaveCoreInputDeviceSubsystem.
The input class and hardware names of the device used last (None before any).
| Pin | Direction | Type |
|---|---|---|
| Input Class Name | out | FName |
| Hardware Name | out | FName |
Get Input Method
Pure, on URollySaveCoreInputDeviceSubsystem.
How the player gives input right now: keyboard and mouse, gamepad or touch. A drifting stick does not count.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | ERollySaveCoreInputMethod |
Ignore Next Mouse Move
On URollySaveCoreInputDeviceSubsystem.
Ignore the next mouse move: call it after the interface itself hides, shows or centres the cursor, so the prompts do not switch to the mouse.
On Input Method Changed
An event of URollySaveCoreInputDeviceSubsystem to bind.
The input method or the gamepad family changed (switch the prompts).
| Pin | Direction | Type |
|---|---|---|
| Input Method | out | ERollySaveCoreInputMethod |
| Gamepad Family | out | ERollySaveCoreGamepadFamily |
Rolly Save Core|Narration
Get Voice Name
An event of URollySaveCoreUINarrationProvider that a Blueprint child class implements.
The voice’s name, as players read it among the narration voices (“Game Voice” by default).
| Pin | Direction | Type |
|---|---|---|
| Return Value | in | FText |
Get Voice in Use
Pure, on URollySaveCoreUINarrationSubsystem.
The name of the voice in use (“Screen Reader”, “Microsoft Zira”); empty while none works.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FText |
Get Voices
Pure, on URollySaveCoreUINarrationSubsystem.
The voices a player can pick, each with its saved name (the voice choice), in the order Auto tries them.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | TArray<FRollySaveCoreUINarrationVoice> |
Has Own Voice
Pure, on URollySaveCoreUINarrationSubsystem.
True when a voice that speaks without a screen reader works here (a Windows voice, the engine’s speech, the game’s).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Available
An event of URollySaveCoreUINarrationProvider that a Blueprint child class implements.
False while the provider cannot speak (its service is missing on this platform). True by default.
| Pin | Direction | Type |
|---|---|---|
| Return Value | in | bool |
Is Brief
Pure, on URollySaveCoreUINarrationSubsystem.
True while the choice is Brief (names and values only).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Narrating
Pure, on URollySaveCoreUINarrationSubsystem.
True while lines are spoken: narration is on and a voice works here.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Narration On
Pure, on URollySaveCoreUINarrationSubsystem.
True while the player’s choice turns menu narration on.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Screen Reader Running
Pure, on URollySaveCoreUINarrationSubsystem.
True while the platform says a screen reader runs.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Screen Reader in Use
Pure, on URollySaveCoreUINarrationSubsystem.
True while the voice in use is the player’s screen reader.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Speaking
An event of URollySaveCoreUINarrationProvider that a Blueprint child class implements.
True while a line is being spoken.
| Pin | Direction | Type |
|---|---|---|
| Return Value | in | bool |
Is Speaking
Pure, on URollySaveCoreUINarrationSubsystem.
True while the voice in use speaks.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Speak
An event of URollySaveCoreUINarrationProvider that a Blueprint child class implements.
Speak a line now, replacing whatever was being said. Culture is the text’s language (“de”, “pt-BR”); Rate is the player’s speed (0.5 to 3, 1 normal) and Volume the player’s narration volume (0 to 1).
| Pin | Direction | Type |
|---|---|---|
| Text | out | FText |
| Culture | out | FString |
| Rate | out | float |
| Volume | out | float |
Speak Rolly Narration
On URollySaveCoreUINarrationSubsystem.
Says a line of your own (a game message) by the rules of its class, for a local player (0 for the first; -1 for none in particular). Nothing happens while narration is off.
| Pin | Direction | Type |
|---|---|---|
| Text | in | FText |
| Class | in | ERollySaveCoreUINarrationClass |
| Player Index | in | int32 |
Stop
An event of URollySaveCoreUINarrationProvider that a Blueprint child class implements.
Stop speaking at once.
Stop Rolly Narration
On URollySaveCoreUINarrationSubsystem.
Stops the voice and drops every waiting line.
Rolly Save Core|UI
Activate
On URollySaveCoreUIButton.
Presses the button (what Accept, a click and a tap do). Nothing happens while it is unavailable.
Activate
On URollySaveCoreUIChip.
Activates the chip, as its key, a click or a tap do: plays Accept and fires On Chip Activated once.
Answer
On URollySaveCoreUIDialog.
Answers and closes: fires the result events once.
| Pin | Direction | Type |
|---|---|---|
| Result | in | ERollySaveCoreUIDialogResult |
Apply Changes
On URollySaveCoreUICategoryScreen.
Applies the changes waiting for Apply.
Are Rolly Screens Open
Pure, on URollySaveCoreUISharedSubsystem.
True while this product’s screens are open for any local player. Other Rolly products call it by its name to share the game’s input, since products share no C++ types: its name and signature never change.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Choose Category
On URollySaveCoreUICategoryNav.
Picks a category as the player would (it fires On Category Chosen).
| Pin | Direction | Type |
|---|---|---|
| Category Index | in | int32 |
Clear List Message
On URollySaveCoreUICategoryScreen.
Takes the list message away: the list shows again.
Clear Text
On URollySaveCoreUITextField.
Empties the field.
Close All Screens
On URollySaveCoreUIStackSubsystem.
Closes every screen; input and the cursor come back.
Close Rolly Screens
Static, in URollySaveCoreUILibrary.
Closes every screen; the game’s input and cursor come back.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
Close Screen
On URollySaveCoreUIScreen.
Closes this screen and every screen above it, with the theme’s Close sound.
Close Screen
On URollySaveCoreUIStackSubsystem.
Closes a screen and every screen above it. False when it is not on the stack.
| Pin | Direction | Type |
|---|---|---|
| Screen | in | URollySaveCoreUIScreen |
| Return Value | out | bool |
Close Search
On URollySaveCoreUICategoryScreen.
Leaves search for the category and row the player was on before it; the query is kept for the session.
Find Prompt
Pure, on URollySaveCoreUIPromptBar.
The prompt widget with this Id, or null.
| Pin | Direction | Type |
|---|---|---|
| Prompt Id | in | FName |
| Return Value | out | URollySaveCoreUIPrompt |
Get Area Size
Pure, on URollySaveCoreUIScreen.
The size of the area the screen fills (the player’s part of the screen in split screen), in the units the screen lays out in. Zero while unknown. The stack sets it; screens adapt their layout.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FVector2D |
Get Category Count
Pure, on URollySaveCoreUICategoryNav.
How many categories there are.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Category Count
Pure, on URollySaveCoreUICategoryScreen.
How many categories there are.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Density
Pure, on URollySaveCoreUIThemeSubsystem.
The density in effect (never Auto): the session’s choice, else Project Settings’, else the theme’s, else the layout’s own.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | ERollySaveCoreUIDensity |
Get Layout
Pure, on URollySaveCoreUIThemeSubsystem.
The layout template screens use: the session’s choice, else Project Settings’ Layout, else the theme’s, else Tabs.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FName |
Get Layout Id
Pure, on URollySaveCoreUITemplate.
The layout id the template serves (Tabs, Rail, Panel, Hub, Drawer).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FName |
Get List Message
Pure, on URollySaveCoreUICategoryScreen.
The list message as last set (an empty Text: none).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FRollySaveCoreUIListMessage |
Get Motion Scale
Pure, on URollySaveCoreUIThemeSubsystem.
The motion multiplier in effect: the theme’s Motion Scale times rolly.ui.motion (0 while motion is reduced).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | float |
Get Pending Count
Pure, on URollySaveCoreUICategoryScreen.
How many values wait for Apply (the footer’s counter).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Rolly Motion Scale
Pure and static, in URollySaveCoreUIThemeLibrary.
The motion multiplier in effect: 0 while motion is reduced (skip movement, keep fades short).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | float |
Get Rolly Screen Stack
Pure and static, in URollySaveCoreUILibrary.
The screen stack of the player of PlayerController, or null (no local player: a server’s view of a remote player).
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Return Value | out | URollySaveCoreUIStackSubsystem |
Get Rolly Theme Color
Pure and static, in URollySaveCoreUIThemeLibrary.
The colour of a role in the theme in use (the high contrast colours while high contrast is on).
| Pin | Direction | Type |
|---|---|---|
| Role | in | ERollySaveCoreUIColorRole |
| Return Value | out | FLinearColor |
Get Rolly Theme Font
Pure and static, in URollySaveCoreUIThemeLibrary.
The font of a text role in the theme in use, at the density in effect.
| Pin | Direction | Type |
|---|---|---|
| Role | in | ERollySaveCoreUITextRole |
| Return Value | out | FSlateFontInfo |
Get Screen Count
Pure, on URollySaveCoreUIStackSubsystem.
How many screens are open.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Seconds Remaining
Pure, on URollySaveCoreUIDialog.
Seconds left on the countdown, 0 without one.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | float |
Get Selected Category
Pure, on URollySaveCoreUICategoryNav.
The current category.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Selected Category
Pure, on URollySaveCoreUICategoryScreen.
The category shown.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Selected Tab
Pure, on URollySaveCoreUITabStrip.
The tab highlighted.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Stack
Pure, on URollySaveCoreUIScreen.
The screen stack the screen is on (null for a screen shown some other way).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | URollySaveCoreUIStackSubsystem |
Get Tab Count
Pure, on URollySaveCoreUITabStrip.
How many tabs there are.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Template Traits
An event of URollySaveCoreUITemplate that a Blueprint child class implements.
Lets a Blueprint subclass change the traits the template decided.
| Pin | Direction | Type |
|---|---|---|
| In Context | out | FRollySaveCoreUITemplateContext |
| Traits | out | FRollySaveCoreUITemplateTraits |
| Return Value | in | FRollySaveCoreUITemplateTraits |
Get Text
Pure, on URollySaveCoreUITextField.
The text.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FText |
Get Theme
Pure, on URollySaveCoreUIThemeSubsystem.
The theme in use.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | URollySaveCoreUITheme |
Get Top Screen
Pure, on URollySaveCoreUIStackSubsystem.
The top screen, or null.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | URollySaveCoreUIScreen |
Handle Back
On URollySaveCoreUIStackSubsystem.
What Back does: asks the top screen. True when a screen took it.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Any Screen Open
Pure, on URollySaveCoreUIStackSubsystem.
True while a screen is open.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Busy
Pure, on URollySaveCoreUIButton.
True while the button’s action is running.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Button Enabled
Pure, on URollySaveCoreUIButton.
True while the button can be pressed.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Compact
Pure, on URollySaveCoreUIChip.
True while the chip shows the icon and the key only.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Focus Shown
Pure, on URollySaveCoreUIFocusFrame.
True while the indicator shows.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Game Input Blocked by Screens
Pure, on URollySaveCoreUISharedSubsystem.
True while every local player has a menu screen open, so the game gets no input.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is High Contrast
Pure, on URollySaveCoreUIThemeSubsystem.
True while the high contrast colours are in use.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is List Message Shown
Pure, on URollySaveCoreUICategoryScreen.
True while the list message shows in the list’s place (a busy one once it has lasted List Message Busy Delay).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Paused by Screens
Pure, on URollySaveCoreUISharedSubsystem.
True while screens hold a pause of the game.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Prompt Shown
Pure, on URollySaveCoreUIPromptBar.
True when the prompt with this Id shows (it has a label and was not dropped for room).
| Pin | Direction | Type |
|---|---|---|
| Prompt Id | in | FName |
| Return Value | out | bool |
Is Reduced Motion
Pure, on URollySaveCoreUIThemeSubsystem.
True while motion is reduced.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Rolly Screen Open
Pure and static, in URollySaveCoreUILibrary.
True while the player has a screen open.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Return Value | out | bool |
Is Search Available
Pure, on URollySaveCoreUICategoryScreen.
True while the screen offers search (Search Mode, and the rows it has).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Searching
Pure, on URollySaveCoreUICategoryScreen.
True while search shows (typing or results).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Top Screen
Pure, on URollySaveCoreUIScreen.
True while this is the top screen of its stack.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is at Categories
Pure, on URollySaveCoreUICategoryScreen.
True while the categories level of a two-level layout shows (the rail has focus, the hub’s tiles show).
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Listen To Rolly Theme
Static, in URollySaveCoreUIThemeLibrary.
Makes Widget follow the Rolly theme: On Rolly Theme Changed runs on it (with the Rolly Theme Aware interface) and the returned listener’s On Theme Changed fires, once per change while it is on screen. Call it once, in Event Pre Construct; calling it again returns the same listener.
| Pin | Direction | Type |
|---|---|---|
| Widget | in | UUserWidget |
| Return Value | out | URollySaveCoreUIThemeListenerExtension |
Make Preset Theme
Static, in URollySaveCoreUIThemeSubsystem.
A new theme filled with a preset (Ember, Paper, Tactical, Neon, Glass, HighContrast), or null for an unknown id.
| Pin | Direction | Type |
|---|---|---|
| Preset Id | in | FName |
| Return Value | out | URollySaveCoreUITheme |
Make Rolly Surface Brush
Pure and static, in URollySaveCoreUIThemeLibrary.
A rounded panel brush of the theme: a surface colour role, a radius role and, optionally, a hairline outline.
| Pin | Direction | Type |
|---|---|---|
| Surface | in | ERollySaveCoreUIColorRole |
| Radius | in | ERollySaveCoreUIRadius |
| Outline | in | bool |
| Return Value | out | FSlateBrush |
On Area Changed
An event of URollySaveCoreUIScreen that a Blueprint child class implements.
The area the screen fills changed size (split screen, a smaller window): a layout of your own can adapt here.
| Pin | Direction | Type |
|---|---|---|
| New Area Size | out | FVector2D |
On Arrange
An event of URollySaveCoreUITemplate that a Blueprint child class implements.
A Blueprint subclass adjusts its own layout for a context here (size classes, the level shown).
| Pin | Direction | Type |
|---|---|---|
| In Context | out | FRollySaveCoreUITemplateContext |
On Back
An event of URollySaveCoreUIScreen that a Blueprint child class implements.
Back was pressed on this screen. Return true when you handled it; return false to let the screen close (the default).
| Pin | Direction | Type |
|---|---|---|
| Return Value | in | bool |
On Button Clicked
An event of URollySaveCoreUIButton to bind.
Fires when the button is pressed.
On Category Chosen
An event of URollySaveCoreUICategoryNav to bind.
The player picked a category.
| Pin | Direction | Type |
|---|---|---|
| Category Index | out | int32 |
On Chip Activated
An event of URollySaveCoreUIChip to bind.
Fires once per key press, click or tap.
On Closed
An event of URollySaveCoreUIScreen that a Blueprint child class implements.
The screen left the stack.
On Covered
An event of URollySaveCoreUIScreen that a Blueprint child class implements.
A screen opened above this one.
On Dialog Result
An event of URollySaveCoreUIDialog to bind.
Fires once with the answer. Closed from outside counts as Cancelled.
| Pin | Direction | Type |
|---|---|---|
| Result | out | ERollySaveCoreUIDialogResult |
On List Message Action
An event of URollySaveCoreUICategoryScreen to bind.
The list message’s button was pressed (Try Again).
On Prompt Clicked
An event of URollySaveCoreUIPromptBar to bind.
A prompt was clicked or tapped; its Id says which.
| Pin | Direction | Type |
|---|---|---|
| Prompt Id | out | FName |
On Rolly Theme Changed
An event of URollySaveCoreUIThemeAware that a Blueprint child class implements.
The Rolly theme changed: restyle the widget’s parts from the theme.
On Screen Closed
An event of URollySaveCoreUIStackSubsystem to bind.
A screen closed.
| Pin | Direction | Type |
|---|---|---|
| Screen | out | URollySaveCoreUIScreen |
On Screen Opened
An event of URollySaveCoreUIStackSubsystem to bind.
A screen opened.
| Pin | Direction | Type |
|---|---|---|
| Screen | out | URollySaveCoreUIScreen |
On Shown
An event of URollySaveCoreUIScreen that a Blueprint child class implements.
The screen became the top screen.
On Stack Closed
An event of URollySaveCoreUIStackSubsystem to bind.
The last screen closed (input is back; with Input After Screens set to Custom, set your input mode here).
On Stack Opened
An event of URollySaveCoreUIStackSubsystem to bind.
The first screen opened (screens took the player’s input).
On Tab Selected
An event of URollySaveCoreUITabStrip to bind.
A tab was chosen by the player: a click, a tap or the owner’s switch keys.
| Pin | Direction | Type |
|---|---|---|
| Tab Index | out | int32 |
On Theme Changed
An event of URollySaveCoreUIThemeListenerExtension to bind.
The Rolly theme changed while the widget is on screen.
On Theme Changed Dynamic
An event of URollySaveCoreUIThemeSubsystem to bind.
The theme, its contrast or its motion changed.
Open Category
On URollySaveCoreUICategoryScreen.
Shows a category and moves focus into its list (the list level of a two-level layout).
| Pin | Direction | Type |
|---|---|---|
| Category Index | in | int32 |
Open Search
On URollySaveCoreUICategoryScreen.
Opens search (typing), as the search key does; the query of this session’s last search comes back.
Pop Rolly Screen
Static, in URollySaveCoreUILibrary.
Closes the top screen.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Return Value | out | bool |
Pop Screen
On URollySaveCoreUIStackSubsystem.
Closes the top screen. False when no screen is open.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Push Rolly Screen
Static, in URollySaveCoreUILibrary.
Opens a screen of your own (a Blueprint subclass of Rolly Save Core UI Screen) on top of the others.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Screen Class | in | TSubclassOf<URollySaveCoreUIScreen> |
| Return Value | out | URollySaveCoreUIScreen |
Push Rolly Screens Into Common UI Stack
Static, in URollySaveCoreUILibrary.
Puts the player’s Rolly screens into one of the game’s Common UI stacks (an Activatable Widget Stack of your layout): pushes the Common UI Host Class of Project Settings > Rolly Save Core UI onto Stack and shows the screens in its Common UI Host Panel. When the last Rolly screen closes, that widget is deactivated, so the stack pops it and focus goes back. Call it before opening the screens. False when Stack is no Common UI stack or the host class has no such panel.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Stack | in | UWidget |
| Return Value | out | bool |
Push Screen
On URollySaveCoreUIStackSubsystem.
Opens a screen on top of the others and gives it focus. Returns the new screen (null when it cannot open).
| Pin | Direction | Type |
|---|---|---|
| Screen Class | in | TSubclassOf<URollySaveCoreUIScreen> |
| Return Value | out | URollySaveCoreUIScreen |
Replace Top Screen
On URollySaveCoreUIStackSubsystem.
Closes the top screen and opens another in its place (without a moment with no screen).
| Pin | Direction | Type |
|---|---|---|
| Screen Class | in | TSubclassOf<URollySaveCoreUIScreen> |
| Return Value | out | URollySaveCoreUIScreen |
Request Reset
On URollySaveCoreUICategoryScreen.
Asks whether to reset the category’s values to their defaults, and resets them on yes.
Revert Changes
On URollySaveCoreUICategoryScreen.
Drops the changes waiting for Apply.
Select Category
On URollySaveCoreUICategoryScreen.
Shows a category (wrapping at the ends); focus stays at its level.
| Pin | Direction | Type |
|---|---|---|
| Category Index | in | int32 |
Select Next Tab
On URollySaveCoreUITabStrip.
Switches to the next tab, from the last around to the first, and fires On Tab Selected.
Select Previous Tab
On URollySaveCoreUITabStrip.
Switches to the previous tab, from the first around to the last, and fires On Tab Selected.
Set Action Name
On URollySaveCoreUIChip.
Changes what the chip does, in a word, for narration (“Sort”).
| Pin | Direction | Type |
|---|---|---|
| In Action Name | in | FText |
Set Available Width
On URollySaveCoreUIPromptBar.
The width the bar may use, in layout units (its footer’s room): prompts wrap at it and drop by priority past Max Lines. 0 (the default) lets the bar’s own width decide and drops nothing.
| Pin | Direction | Type |
|---|---|---|
| In Width | in | float |
Set Busy
On URollySaveCoreUIButton.
Shows that the button’s action is running: “Working” and a spinner (a still ring with reduced motion) replace the label, and presses are ignored until it is no longer busy.
| Pin | Direction | Type |
|---|---|---|
| In Busy | in | bool |
Set Busy Delay
On URollySaveCoreUIListMessageWidget.
Changes the busy wait (clamped to 0 to 5 seconds); a wait already running keeps its length.
| Pin | Direction | Type |
|---|---|---|
| In Seconds | in | float |
Set Button Enabled
On URollySaveCoreUIButton.
An unavailable button stays focusable (so it can say why) but ignores presses and is drawn dimmed: no fill, an outline in Outline (none for Quiet) and the label in Text Disabled, which keeps 3:1 on the panel in every preset.
| Pin | Direction | Type |
|---|---|---|
| In Enabled | in | bool |
Set Categories
On URollySaveCoreUICategoryNav.
Shows these categories. The selection stays where it was when that category still exists, else the first.
| Pin | Direction | Type |
|---|---|---|
| In Categories | in | TArray<FRollySaveCoreUICategory> |
Set Chip Focusable
On URollySaveCoreUIChip.
Lets the chip take focus (a header reached by moving focus) or not (the default: its key, a click or a tap act).
| Pin | Direction | Type |
|---|---|---|
| In Focusable | in | bool |
Set Chip Icon
On URollySaveCoreUIChip.
Changes the icon.
| Pin | Direction | Type |
|---|---|---|
| In Icon | in | ERollySaveCoreUIIcon |
Set Color Opacity
On URollySaveCoreUIIcon.
Changes the colour opacity.
| Pin | Direction | Type |
|---|---|---|
| In Opacity | in | float |
Set Color Opacity
On URollySaveCoreUIText.
Changes the colour opacity and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Opacity | in | float |
Set Color Role
On URollySaveCoreUIIcon.
Changes the colour role.
| Pin | Direction | Type |
|---|---|---|
| In Role | in | ERollySaveCoreUIColorRole |
Set Color Role
On URollySaveCoreUISpinner.
Changes the colour role.
| Pin | Direction | Type |
|---|---|---|
| In Role | in | ERollySaveCoreUIColorRole |
Set Color Role
On URollySaveCoreUIText.
Changes the colour role and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Role | in | ERollySaveCoreUIColorRole |
Set Compact
On URollySaveCoreUIChip.
The icon and the key only (narrow areas, a card’s header); the label’s room goes.
| Pin | Direction | Type |
|---|---|---|
| In Compact | in | bool |
Set Density
On URollySaveCoreUIThemeSubsystem.
Uses another density for the rest of the session; Auto goes back to the project’s.
| Pin | Direction | Type |
|---|---|---|
| In Density | in | ERollySaveCoreUIDensity |
Set Dimmed
On URollySaveCoreUIGlyph.
Draws the cap dimmed (an unavailable action): hollow, its outline and label in Text Disabled, so the label keeps 3:1 on the surface under it. A glyph shown as an image cannot change colour: it draws at half opacity instead.
| Pin | Direction | Type |
|---|---|---|
| In Dimmed | in | bool |
Set Edge
On URollySaveCoreUIBackdrop.
Edge mode: the docked side and how far the panel reaches in from it.
| Pin | Direction | Type |
|---|---|---|
| In Side | in | ERollySaveCoreUIDrawerSide |
| In Extent | in | float |
Set Elevation
On URollySaveCoreUIShadow.
Changes the elevation.
| Pin | Direction | Type |
|---|---|---|
| In Elevation | in | int32 |
Set Fade
On URollySaveCoreUIEdgeFade.
Changes the colour role and the length.
| Pin | Direction | Type |
|---|---|---|
| In Role | in | ERollySaveCoreUIColorRole |
| In Length | in | float |
Set Fill Opacity
On URollySaveCoreUISurface.
Changes the fill opacity and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Opacity | in | float |
Set Fill Role
On URollySaveCoreUISurface.
Changes the fill role (and turns the fill on) and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Role | in | ERollySaveCoreUIColorRole |
Set Filled
On URollySaveCoreUISurface.
Turns the fill on or off and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Filled | in | bool |
Set Focus Shown
On URollySaveCoreUIFocusFrame.
Shows or hides the indicator (the element gained or lost focus).
| Pin | Direction | Type |
|---|---|---|
| In Shown | in | bool |
Set Fraction
On URollySaveCoreUIProgressBar.
Changes the fill.
| Pin | Direction | Type |
|---|---|---|
| In Fraction | in | float |
Set Fraction
On URollySaveCoreUIProgressRing.
Changes the fill.
| Pin | Direction | Type |
|---|---|---|
| In Fraction | in | float |
Set High Contrast
On URollySaveCoreUIThemeSubsystem.
Switches every Rolly widget, in every installed Rolly product, to the theme’s High Contrast Colours, a 3-unit focus ring and outlined surfaces (the same preference the High Contrast Interface setting writes: rolly.ui.contrast).
| Pin | Direction | Type |
|---|---|---|
| In High Contrast | in | bool |
Set Host Panel
On URollySaveCoreUIStackSubsystem.
Shows this player’s screens inside a panel of your own (an Overlay of your HUD, a layer of your layer stack) instead of the game viewport, filling it; None goes back to the viewport. Open screens close first.
| Pin | Direction | Type |
|---|---|---|
| Panel | in | UPanelWidget |
Set Icon
On URollySaveCoreUIButton.
Changes the icon before the label (None: no icon).
| Pin | Direction | Type |
|---|---|---|
| In Icon | in | ERollySaveCoreUIIcon |
Set Icon
On URollySaveCoreUIIcon.
Changes the icon.
| Pin | Direction | Type |
|---|---|---|
| In Icon | in | ERollySaveCoreUIIcon |
Set Key
On URollySaveCoreUIGlyph.
Shows a key in a family.
| Pin | Direction | Type |
|---|---|---|
| In Key | in | FKey |
| In Family | in | ERollySaveCoreUIGlyphFamily |
Set Keys
On URollySaveCoreUIChip.
Sets the keys that activate it: the pad’s and the keyboard’s.
| Pin | Direction | Type |
|---|---|---|
| In Gamepad Key | in | FKey |
| In Keyboard Key | in | FKey |
Set Label
On URollySaveCoreUIButton.
Changes the label.
| Pin | Direction | Type |
|---|---|---|
| In Label | in | FText |
Set Label
On URollySaveCoreUIChip.
Changes the label.
| Pin | Direction | Type |
|---|---|---|
| In Label | in | FText |
Set Layout
On URollySaveCoreUIThemeSubsystem.
Uses another layout template for the rest of the session (Tabs, Rail, Panel, Hub, Drawer, or an id of the project’s own); None goes back to the project’s.
| Pin | Direction | Type |
|---|---|---|
| Layout Id | in | FName |
Set List Message
On URollySaveCoreUICategoryScreen.
Shows a line in the list’s place: why the list is empty, that it is being read, or that reading failed, with a button to try again. A busy message shows only once it has lasted List Message Busy Delay, so a quick read never flashes; one that replaces a message already shown takes its place at once. An empty Text takes the message away and the list shows again. Whenever a message comes or changes, its button (if any) takes focus, Accept presses it, the detail names the category instead of a row, and narration reads the line.
| Pin | Direction | Type |
|---|---|---|
| Message | in | FRollySaveCoreUIListMessage |
Set Max Label Width
On URollySaveCoreUIChip.
Sets the widest the label gets (clamped to 40 to 1000 units at Standard density).
| Pin | Direction | Type |
|---|---|---|
| In Width | in | float |
Set Max Lines
On URollySaveCoreUIPromptBar.
How many lines the prompts may take before the lowest-priority ones drop (at least 1; default 2).
| Pin | Direction | Type |
|---|---|---|
| In Max Lines | in | int32 |
Set Mode
On URollySaveCoreUIBackdrop.
Changes the mode.
| Pin | Direction | Type |
|---|---|---|
| In Mode | in | ERollySaveCoreUIBackdropMode |
Set Outline
On URollySaveCoreUISurface.
Changes the outline (on or off, and its role) and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Outlined | in | bool |
| In Role | in | ERollySaveCoreUIColorRole |
Set Outlined
On URollySaveCoreUIGlyph.
Turns the outline on or off.
| Pin | Direction | Type |
|---|---|---|
| In Outlined | in | bool |
Set Picked
On URollySaveCoreUIGlyph.
Fills the cap with Accent and its label with On Accent (the picked key cell).
| Pin | Direction | Type |
|---|---|---|
| In Picked | in | bool |
Set Preset
On URollySaveCoreUIThemeSubsystem.
Uses a preset for the rest of the session (a theme built from it, no asset needed). An unknown id changes nothing.
| Pin | Direction | Type |
|---|---|---|
| Preset Id | in | FName |
Set Prompts
On URollySaveCoreUIPromptBar.
Shows these prompts, in this order. Prompts that keep their Id keep their widget.
| Pin | Direction | Type |
|---|---|---|
| In Prompts | in | TArray<FRollySaveCoreUIPromptEntry> |
Set Radius
On URollySaveCoreUISurface.
Changes the radius role and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Radius | in | ERollySaveCoreUIRadius |
Set Reduced Motion
On URollySaveCoreUIThemeSubsystem.
Stops every movement (screens, knobs, scrolling) in every installed Rolly product; fades take 100 ms or less (the preference Reduce Motion writes: rolly.ui.motion).
| Pin | Direction | Type |
|---|---|---|
| In Reduced Motion | in | bool |
Set Reserved Labels
On URollySaveCoreUIChip.
Sets every label the chip can show, which keeps it at the width of the widest.
| Pin | Direction | Type |
|---|---|---|
| In Labels | in | TArray<FText> |
Set Selected Category
On URollySaveCoreUICategoryNav.
Marks a category as the current one (wrapping at the ends). Fires nothing: the caller already knows.
| Pin | Direction | Type |
|---|---|---|
| Category Index | in | int32 |
Set Selected Tab
On URollySaveCoreUITabStrip.
Highlights a tab (wrapping at the ends) and scrolls it into view. Fires nothing: the caller already knows.
| Pin | Direction | Type |
|---|---|---|
| Tab Index | in | int32 |
Set Size
On URollySaveCoreUIIcon.
Changes the size (Standard density units; 0 is the theme’s Icon Size).
| Pin | Direction | Type |
|---|---|---|
| In Size | in | float |
Set Switcher Style
On URollySaveCoreUISwitcher.
Changes the style.
| Pin | Direction | Type |
|---|---|---|
| In Style | in | ERollySaveCoreUISwitcherStyle |
Set Tabs
On URollySaveCoreUITabStrip.
Shows a tab per name, in order. The selection stays where it was when that tab still exists, else the first.
| Pin | Direction | Type |
|---|---|---|
| Labels | in | TArray<FText> |
Set Text
On URollySaveCoreUITextField.
Replaces the text (the caret goes to its end).
| Pin | Direction | Type |
|---|---|---|
| In Text | in | FText |
Set Text Role
On URollySaveCoreUIText.
Changes the text role and restyles.
| Pin | Direction | Type |
|---|---|---|
| In Role | in | ERollySaveCoreUITextRole |
Set Theme
On URollySaveCoreUIThemeSubsystem.
Uses another theme for the rest of the session; null goes back to the one Project Settings resolve. Every open Rolly widget restyles.
| Pin | Direction | Type |
|---|---|---|
| New Theme | in | URollySaveCoreUITheme |
Set Variant
On URollySaveCoreUIButton.
Changes the variant.
| Pin | Direction | Type |
|---|---|---|
| In Variant | in | ERollySaveCoreUIButtonVariant |
Show Dialog
On URollySaveCoreUIStackSubsystem.
Opens a dialog (Project Settings’ dialog class, or the built-in one). Bind its On Dialog Result, or use the Show Rolly Dialog node.
| Pin | Direction | Type |
|---|---|---|
| Options | in | FRollySaveCoreUIDialogOptions |
| Return Value | out | URollySaveCoreUIDialog |
Show Rolly Dialog
Latent, from URollySaveCoreUIShowDialogAction: it goes on from one of Confirmed, Cancelled.
Shows a dialog to the player of PlayerController and waits for the answer.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Options | in | FRollySaveCoreUIDialogOptions |
Show Rolly Toast
Static, in URollySaveCoreUILibrary.
Shows the player a toast: a short message at the top right that does not stop play or take focus. It keeps off an open screen’s header and card: beside them at the top centre where there is room, else just below the header.
| Pin | Direction | Type |
|---|---|---|
| Player Controller | in | APlayerController |
| Options | in | FRollySaveCoreUIToastOptions |
| Return Value | out | URollySaveCoreUIToast |
Show Toast
On URollySaveCoreUIStackSubsystem.
Shows a toast to this player: top-right of their part of the screen, above any screen, without taking focus or input (also while no screen is open). Toasts keep off an open screen’s header and card: beside them at the top centre where there is room, else just below the header. Null when nothing can be shown (no game viewport yet).
| Pin | Direction | Type |
|---|---|---|
| Options | in | FRollySaveCoreUIToastOptions |
| Return Value | out | URollySaveCoreUIToast |
Rolly|Save
Add Save Block
On URollySaveSubsystem.
Blocks saving, such as in a boss fight: Save Game to Rolly Slot, Rolly Quick Save, part, memory and rewind saves give Blocked until every block goes. Loads, deletes and copies go ahead. An actor’s blocks go at its End Play, another object’s when it is gone. False on a client, without an object or a reason, and in another subsystem’s Deinitialize after Rolly Save’s own.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Object | in | UObject |
What holds the block; Self when left empty. |
| Reason | in | FName |
Why saving is blocked, such as BossFight. |
| Added | out | bool |
Apply
An event of URollySaveHandler that a Blueprint child class implements.
Restore the game from this handler’s loaded variables. Runs once every saved object of the load has its values; Apply Timing says whether before or after Begin Play.
Apply Saved Values
On URollySaveSubsystem.
Gives Actor the values a load or its level’s return holds for it when its Apply Timing is When Asked: call it once the actor has set itself up. True when values were applied; false when none wait, such as in a new game, and also when only AI handlers’ values wait, which they set on the next tick. Then runs the actor’s On Rolly Save Loaded and its Rolly Save component’s On Loaded. A call before the world begins play that finds nothing to apply, such as in the On Possess of a placed pawn’s controller while a load opens the map, returns false and is made again as the world begins play; On Saved Values Applied fires then when values apply. Server or standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Actor | in | AActor |
The actor whose saved values wait; Self when left empty. |
| Applied | out | bool |
Can Transfer Save Files
Pure and static, in URollySaveSubsystem.
True on Windows, Mac and Linux.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Can Trigger Rolly Save
An event of URollySaveTriggerInterface that a Blueprint child class implements.
Return false to refuse Trigger for User. Asked on the server after the trigger’s own checks pass.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Trigger | out | URollySaveTriggerComponent |
The Rolly Save Trigger of this actor. |
| User | out | AActor |
The pawn or actor that triggers it. |
| Return Value | in | bool |
Cancel Load
On URollySaveSubsystem.
Stops the running load before its map change: nothing of it is set, neither its node’s pins nor On Load Finished fire, and On Load Cancelled fires. True when a load stopped; false when none runs, its map change started (that load then finishes), a migration step runs (it works on the load’s records), its values are being set (called from On Rolly Save Loaded, a Rolly Save component’s On Loaded or a Save Handler’s Apply; that load then finishes, and the log says so), or Rolly Save has shut down with the game instance.
| Pin | Direction | Type |
|---|---|---|
| Cancelled | out | bool |
Capture Rolly Save Thumbnail
On URollySaveSubsystem.
Takes a picture of the player’s view in the next frame, before your menu draws, for the next Manual or Quick save: autosaves and checkpoints in between take their own. Call it right before you open your own save menu. Held until that save, Clear Rolly Save Thumbnail or a map change. False on a client and a dedicated server, where saves take no picture.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player; None takes player 1’s view. |
| Requested | out | bool |
Capture Rolly Thumbnail Hold
Static, in URollySaveThumbnailHoldLibrary.
Takes the next frame’s picture of Player’s view for one menu of several open at once, such as each split-screen player’s save menu, kept by the returned hold instead of for the next save. Call it as the menu opens, before the menu draws. The hold is empty where Capture Rolly Save Thumbnail is false: thumbnails off, on a client or a dedicated server.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The player whose view to take; None takes the first player’s, or the whole screen as Thumbnail View says. |
| Return Value | out | FRollySaveThumbnailHold |
Check Rolly Regrowth
Static, in URollySaveSubsystem.
Reads Reset Clock now and brings back removed instances whose Regrow After passed, such as after the player slept on a Game Clock. Play Time needs no call.
Check Rolly Storage Space
Latent, from URollySaveStorageSpaceAction: it goes on from one of Done.
How much space the storage of this game’s saves has free, such as for a slot screen, or before a large save. Measured on a background thread; works on clients, which measure their own storage.
| Pin | Direction | Type |
|---|---|---|
| Free Bytes | out | int64 |
| Known | out | bool |
Clear Loaded Game
On URollySaveSubsystem.
Forgets the loaded game and every level Rolly Save keeps, the player’s current level as they leave it. Call it when the player starts a new game: otherwise the next save also keeps what the last load or save held for other maps and for objects not seen since, and travel brings levels back as the player left them. Does nothing while a load runs.
Clear Rolly Save Thumbnail
On URollySaveSubsystem.
Drops a picture held for the next save.
Copy Rolly Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Copies a slot’s save into another slot, which keeps what it held before as its backup. The copy keeps the save time. Works on clients: it copies within this machine’s storage.
| Pin | Direction | Type | Description |
|---|---|---|---|
| From Slot Name | in | FString |
The slot to copy. |
| To Slot Name | in | FString |
The slot to copy into. |
| Result | out | FRollySaveResult |
Create Rolly Profile
Latent, from URollySaveProfileInfoAction: it goes on from one of Success, Failure.
Makes a named profile, up to Max Named Profiles.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Name | in | FString |
The profile’s name, 1 to 64 characters, such as Anna. |
| Result | out | FRollySaveResult |
|
| Profile | out | FRollySaveProfileInfo |
Delete Memory Slot
On URollySaveSubsystem.
Removes a memory slot or rewind point; a save to it still running does not bring it back.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The memory slot’s name. |
Delete Rolly Profile
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Deletes a named profile; Delete Saves also deletes the saves it made. Refused while a local player uses it.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Profile Key | in | FString |
The profile’s key, as List Rolly Profiles gives it. |
| Delete Saves | in | bool |
Also delete every save whose Profile Key is this profile’s. |
| Result | out | FRollySaveResult |
Delete Rolly Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Deletes a slot’s save, both copies, also one made by a newer version of the game. Succeeds also when the slot held no save. Works on clients: it deletes from this machine’s storage.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to delete. |
| Result | out | FRollySaveResult |
End Rolly Run
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Ends the slot’s run, loaded or not. Lock keeps it listed and unloadable; Delete deletes it. The first local player’s profile records the end. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot given to Start Rolly Run. |
| Ending | in | ERollySaveRunEnd |
Lock: the save lists as ended. Delete: the save goes. |
| Result | out | FRollySaveResult |
Equal (Rolly Save Instance Key)
Pure and static, in URollySaveSubsystem.
True when A and B name the same instance.
| Pin | Direction | Type |
|---|---|---|
| A | in | FRollySaveInstanceKey |
| B | in | FRollySaveInstanceKey |
| Return Value | out | bool |
Export Rolly Slot to Bytes
Latent, from URollySaveBytesAction: it goes on from one of Success, Failure.
The slot’s save as bytes, on every platform. Import Rolly Slot from Bytes stores them again. Works on clients: it reads this machine’s storage.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to export. |
| Result | out | FRollySaveResult |
|
| Bytes | out | TArray<uint8> |
Export Rolly Slot to File
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Writes <File Name>.<Export Extension> in the export folder, on Windows, Mac and Linux. Fails with Name Collision when a file of that name is no Rolly Save file, which is never replaced. Works on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to export. |
| File Name | in | FString |
1 to 64 letters, digits, spaces, _ and -, such as Tavern Day 12. |
| Result | out | FRollySaveResult |
Export Rolly Slot to JSON File
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Writes the slot’s save as <File Name>.json in the export folder. Every build, desktop platforms. Works on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to export. |
| File Name | in | FString |
1 to 64 letters, digits, spaces, _ and -, such as Bug 12. |
| Include Thumbnail | in | bool |
Writes the save’s picture too. |
| Readable Values | in | bool |
Writes values as numbers, names and texts where the save’s versions are this build’s; off, as their saved bytes. |
| Compact | in | bool |
Leaves out line breaks and indentation, for a smaller file to upload. |
| Result | out | FRollySaveResult |
Export Rolly Slot to JSON Text
Latent, from URollySaveJsonAction: it goes on from one of Success, Failure.
The slot’s save as JSON text, for your own bug reporter, on every platform; Invalid Data past Max JSON Import Size. Works on clients: it reads this machine’s storage.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to export. |
| Include Thumbnail | in | bool |
Writes the save’s picture too. |
| Readable Values | in | bool |
Writes values as numbers, names and texts where the save’s versions are this build’s; off, as their saved bytes. |
| Compact | in | bool |
Leaves out line breaks and indentation, for a shorter text to upload. |
| Result | out | FRollySaveResult |
|
| Json | out | FString |
Find Rolly Instance by Key
Pure and static, in URollySaveSubsystem.
The component and current index of the instance Key names. False when its component is not loaded or not tracked, when no instance has the key any more, such as after it was removed, and on a client.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Key | in | FRollySaveInstanceKey |
The instance’s key. |
| Component | out | UPrimitiveComponent |
The instance’s component. |
| Instance Index | out | int32 |
The instance’s index now. |
| Instance Id | out | FPrimitiveInstanceId |
The instance’s ID for an Instanced Skinned Mesh component; none for other components. |
| Found | out | bool |
Forget All Levels
On URollySaveSubsystem.
Forgets every level Rolly Save keeps, the player’s current level included, as Forget Level does. Unlike Clear Loaded Game, it keeps what Rolly Save holds outside levels, such as registered objects’ values, so New Game+ can reset the world and keep progress. Does nothing on a client or while a load runs.
Forget Level
On URollySaveSubsystem.
Forgets what Rolly Save keeps of Level (its actors, destroyed actors and Level Blueprint), so the next time travel opens it, it starts as designed. For the level the player is in, that is the visit after they leave it; a save made before then still holds it. Does nothing on a client or while a load runs.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Level | in | TSoftObjectPtr<UWorld> |
The level to forget, such as a dungeon that resets on each visit. |
Gather
An event of URollySaveHandler that a Blueprint child class implements.
Set this handler’s variables that have SaveGame ticked from the game, such as a sky actor’s time of day. Runs during each save, on the server or in a standalone game.
Get Current Slot
Pure, on URollySaveSubsystem.
The slot last saved or loaded by name, which Autosaves Write To and Checkpoints Write To can write instead of their own slots. Cleared by Clear Loaded Game, New Game+ and deleting that slot.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | out | FString |
The current slot. |
| Has Slot | out | bool |
Get Game Time Seconds
An event of URollySaveGameClock that a Blueprint child class implements.
Return your game’s time in seconds, 0 or more, from a value that exists before any level loads, such as one in your Game Instance. Called when the player leaves a level, when it is built again, once by a save or a leave that holds harvested instances whose time was not read yet, once by a load that sets instances that regrow, and by Check Rolly Regrowth; never every frame.
| Pin | Direction | Type |
|---|---|---|
| Return Value | in | double |
Get Last Load Result
Pure, on URollySaveSubsystem.
The result of this game’s last load, from the moment its saved values are set, so Begin Play in the loaded map can read it. False before any load, after Clear Loaded Game, and in another subsystem’s Deinitialize after Rolly Save’s own.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
| Has Result | out | bool |
Get Memory Slots
On URollySaveSubsystem.
Memory slots and rewind points, newest first.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | TArray<FRollySaveSlotInfo> |
Get New Game Plus Cycle
Pure, on URollySaveSubsystem.
0 in a first game; Start Rolly New Game Plus raises it by 1.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Play Time
Pure, on URollySaveSubsystem.
Play time since the new game: a whole-game load sets it from the save, Clear Loaded Game resets it, paused time does not count and slow motion counts at real speed.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FTimespan |
Get Profile
Pure, on URollySaveSubsystem.
The profile once usable (Succeeded); else None with Busy or the load’s status.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Status | out | ERollySaveStatus |
Succeeded once the profile is usable. |
| Return Value | out | URollySaveProfile |
Get Profile Key
An event of URollySavePlayerIdProvider that a Blueprint child class implements.
The key of the player’s profile, such as the account ID the platform signed in. Rolly Save files it as id_ and the key, made safe for every file system; any text of 1 to 1,024 characters works. Empty uses the platform user’s profile, with a setup warning. Asked once as each local player joins.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Local Player | out | ULocalPlayer |
The player joining. |
| Key | in | FString |
Get Rolly Instance Key
Pure and static, in URollySaveSubsystem.
The key of the instance at Instance Index of Component. It names the instance across saves and loads while the level’s design of it stays the same, unlike its index, which changes as other instances are removed; an instance your game added has one too. Keep your own data per instance under it, such as a tree’s wood left, in a map you save. False for a component Rolly Save does not track, an index outside it, and on a client.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Component | in | UPrimitiveComponent |
An Instanced Static Mesh, Hierarchical Instanced Static Mesh, foliage or Instanced Skinned Mesh component, such as a hit result’s Component. |
| Instance Index | in | int32 |
The instance’s index, such as a hit result’s Hit Item. |
| Instance Id | in | FPrimitiveInstanceId |
For an Instanced Skinned Mesh component, the ID its own nodes use, such as Remove Instance’s; when set, Instance Index is not read. |
| Key | out | FRollySaveInstanceKey |
The instance’s key. |
| Found | out | bool |
Get Rolly Profile Key
Pure, on URollySaveSubsystem.
The key of the player’s profile, such as to show each profile its own saves in your menu. Empty while a named profile key is being found as the player joins, and when the profile could not load.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Key | out | FString |
Get Save ID
Pure and static, in URollySaveSubsystem.
The ID a save stores Object under, for logs and your own records: /Game/Maps/Tavern:Chest_2 for an actor placed in a level, /Game/Maps/Tavern:#FrontDoor with a Custom Save ID, 32 hexadecimal digits for an actor spawned during play, which gets it the first time it is saved or asked for and keeps it after loads. False for objects Rolly Save never saves, such as a widget, and on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Object | in | UObject |
Self when left empty. |
| Kind | out | ERollySaveSubjectKind |
How the ID names Object. |
| Id | out | FString |
The ID’s text. |
| Has ID | out | bool |
Get Save Status Text
Pure and static, in URollySaveSubsystem.
A sentence for players about Status, for games without a slot screen of their own; empty for Succeeded.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Status | in | ERollySaveStatus |
The Status of a Rolly Save result. |
| Return Value | out | FText |
Get Target Actor
Pure, on URollySaveHandler.
The actor this handler saves when a Save Rule or Rolly Save component attaches it; None for a Global Handler. Set during Gather and Apply.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | AActor |
Hold Rolly Player
On URollySaveSubsystem.
Holds Player as a load does: with Hold Method Stop Movement its pawn stands still and its move input is ignored, and a pawn it possesses while held is held in turn. With Until Ground, Rolly Save releases it once the ground under the pawn has loaded, or after Max Hold Time: call it right after your own teleport. Without, it stays held until Release Rolly Player with the same Reason. A hold ends when its controller goes or its world changes. False on a client, for a controller without a pawn, and with Until Ground when the ground has loaded already.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The player’s controller. |
| Until Ground | in | bool |
Release it once the ground under its pawn has loaded, as after a load. |
| Reason | in | FName |
What holds it, such as Cutscene; Release Rolly Player names it. RollySaveLoad and RollySaveTravel are Rolly Save’s own; None counts as Game. |
| Held | out | bool |
Import Engine Save Game
Latent, from URollySaveImportAction: it goes on from one of Success, Failure.
Reads a save that Save Game to Slot wrote, so you can copy its values into objects Rolly Save saves. Nothing is created unless the file holds Expected Class or a child of it. Never writes or deletes engine saves. Works on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot name given to Save Game to Slot. |
| User Index | in | int32 |
The User Index given to Save Game to Slot, usually 0. |
| Expected Class | in | TSubclassOf<USaveGame> |
The Save Game class the slot was saved with. |
| Result | out | FRollySaveResult |
|
| Save Game | out | USaveGame |
Import Rolly Slot from Bytes
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
As Import Rolly Slot from File, from bytes, on every platform. Bytes above Max Import Size are refused unread. Works on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Bytes | in | TArray<uint8> |
A save as Export Rolly Slot to Bytes gave it. |
| Slot Name | in | FString |
The new slot, such as Imported 1. |
| Result | out | FRollySaveResult |
Import Rolly Slot from File
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Checks <File Name>.<Export Extension> in the export folder as a save from another machine and stores it as a new slot, on Windows, Mac and Linux. Fails with Slot Exists when the slot holds a save: an import never overwrites. Works on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| File Name | in | FString |
The file’s name without its extension, as List Rolly Export Files gives it. |
| Slot Name | in | FString |
The new slot, such as Imported 1. |
| Result | out | FRollySaveResult |
Import Rolly Slot from JSON File
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Checks <File Name>.json from the export folder and stores it as a new slot. Shipping and Test builds need JSON Import in Shipping. Fails with Slot Exists when the slot holds a save: an import never overwrites. Works on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| File Name | in | FString |
The file’s name without .json. |
| Slot Name | in | FString |
The new slot, such as Imported 1. |
| Result | out | FRollySaveResult |
Is Marked for Reset
Pure, on URollySaveResetAreaComponent.
True from Mark Area for Reset until the reset happens.
| Pin | Direction | Type |
|---|---|---|
| Marked | out | bool |
Is Removed by Load
Pure and static, in URollySaveSubsystem.
True while a load removes Actor because the save holds it as destroyed. In a network game a replicated placed actor still runs Begin Play, End Play and Event Destroyed once before it goes, and a load with Keep Current Map runs End Play and Event Destroyed: check this there to skip what a destruction in play does, such as dropping loot. False on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Actor | in | AActor |
Self when left empty. |
| Removed | out | bool |
Is Restoring
Pure, on URollySaveSubsystem.
True while a load runs or Rolly Save sets saved values: a load, a level’s return, or the players’ values after a load. Rolly Save Triggers ignore entries then; check it in your own triggers too.
| Pin | Direction | Type |
|---|---|---|
| Restoring | out | bool |
Is Rolly Game in Play
Pure, on URollySaveSubsystem.
True while a game is in play in the current map on the server or in a standalone game, which lifecycle saves need with Lifecycle Saves In at Game in Play. While Maps Without Autosave lists maps: in every map it does not list, unless Set Rolly Game in Play turned play off there. Without a list: after a whole-game load or save in this map, in the map opened after Clear Loaded Game or Start Rolly Run, after seamless travel or reopening the same map, or after Set Rolly Game in Play; the game’s change to another map ends it. Always false on a client, where no whole game loads.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Rolly Player Held
Pure, on URollySaveSubsystem.
True while Player has any hold: Rolly Save’s own after a load or travel, or one from Hold Rolly Player. False on a client.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The player’s controller. |
| Held | out | bool |
Is Rolly Thumbnail Hold Set
Pure and static, in URollySaveThumbnailHoldLibrary.
True when Hold keeps a picture, or one on its way.
| Pin | Direction | Type |
|---|---|---|
| Hold | in | FRollySaveThumbnailHold |
| Return Value | out | bool |
Is Rolly World Ready
Pure, on URollySaveSubsystem.
False from On Load Started until that load’s On World Ready, and while a player Rolly Save held after a travel waits for ground or its pawn; true otherwise, and always on a client.
| Pin | Direction | Type |
|---|---|---|
| Ready | out | bool |
Is Run Active
Pure, on URollySaveSubsystem.
The running game is a run, in this slot: other saves, memory slots and rewind are refused.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | out | FString |
The run’s slot. |
| Active | out | bool |
Is Save Blocked
Pure, on URollySaveSubsystem.
True while a save block is on, such as to grey out a Save button.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Reasons | out | TArray<FString> |
<object>: <reason> per block. |
| Blocked | out | bool |
List Rolly Export Files
Latent, from URollySaveListAction: it goes on from one of Success, Failure.
The export folder’s files with their header metadata, newest first; Slot Name is the file name without its extension. The first 1,000 by name. Windows, Mac and Linux only. Works on clients.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
| Slots | out | TArray<FRollySaveSlotInfo> |
List Rolly Profiles
Latent, from URollySaveProfilesAction: it goes on from one of Success, Failure.
Named profiles by name, read without opening their files.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
| Profiles | out | TArray<FRollySaveProfileInfo> |
List Rolly Slots
Latent, from URollySaveListAction: it goes on from one of Success, Failure.
Lists this game’s saves, newest first, from the slot index, without reading the saves. Works on clients: it lists this machine’s storage.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
| Slots | out | TArray<FRollySaveSlotInfo> |
Load Game Part from Rolly Slot
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
Sets Scope’s values on the objects present now, as Keep Current Map does. A missing part is an Issues line MissingPart; all missing is Not Found. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to load from, such as Slot 1. |
| Scope | in | FRollySaveScope |
The parts to load: Players, World, and groups of registered objects and Save Handlers. |
| Result | out | FRollySaveResult |
Load Game from Rolly Memory Slot
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
Loads a memory slot. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The memory slot to load. |
| Map | in | ERollySaveLoadMap |
Open Saved Map: open the map the save was made in. Keep Current Map: stay, and set the saved values on the objects that exist now. |
| Result | out | FRollySaveResult |
Load Game from Rolly Slot
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
Loads a slot’s save. With Open Saved Map, the map the save was made in opens and every saved value is set before Begin Play; Success then runs only where the caller survives the map change, such as the Game Instance. Elsewhere, bind On Load Finished in Begin Play. Failures found before the map changes reach Failure. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to load, such as Slot 1. |
| Map | in | ERollySaveLoadMap |
Open Saved Map: open the map the save was made in. Keep Current Map: stay, and set the saved values on the objects that exist now. |
| Result | out | FRollySaveResult |
Load Rolly Checkpoint
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
Loads the newest checkpoint, memory first: the memory slot checkpoint when the session has one, so a retry reads no storage, else the slot Save Rolly Checkpoint writes in storage; during a run, the run’s slot. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Map | in | ERollySaveLoadMap |
Open Saved Map: open the map the checkpoint was saved in. Keep Current Map: stay, and set the saved values on the objects that exist now. |
| Result | out | FRollySaveResult |
Load Rolly Profile
Latent, from URollySaveProfileAction: it goes on from one of Success, Failure.
Gives the profile when ready: at once when it loaded, after its load otherwise, and read again after a load that failed. Success: Succeeded, or Not Found for a new player, whose profile holds defaults.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Result | out | FRollySaveResult |
|
| Profile | out | URollySaveProfile |
Load Rolly Slot Thumbnail
Latent, from URollySaveThumbnailAction: it goes on from one of Success, Failure.
The slot’s picture as a texture for your own menu. Failure with Not Found when it has none.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot whose picture to show. |
| Result | out | FRollySaveResult |
|
| Texture | out | UTexture2D |
Mark All Areas for Reset
Static, in URollySaveSubsystem.
Marks every Reset Area of the current map, as Mark Area for Reset does. Does nothing on a client.
Mark Area for Reset
On URollySaveResetAreaComponent.
Its actors start as designed the next time its level is built: a return by travel, or a load of a save made after this call. To reset now, save with Save Game to Rolly Memory Slot and load that slot with Open Saved Map. Saved. Does nothing on a client.
Mark Slot Screen Request Handled
On URollySaveSubsystem.
Says your listener of On Slot Screen Requested, the subsystem’s or a Save Point’s, handled the request, such as by opening your own menu, so a Save Point on Automatic saves no checkpoint. Call it inside that listener, before it returns; outside one it marks nothing and reports MarkOutsideRequest.
On Area Reset
An event of URollySaveResetAreaComponent to bind.
It reset its actors as this level was built. Fires once the level’s actors have begun play, on the server or in a standalone game.
On Before Lifecycle Save
An event of URollySaveSubsystem to bind.
A lifecycle save is about to capture the game in this frame: the game goes to the background, quits, lost its window’s focus or its session ends. Copy what your game keeps outside saved variables into them here, or pause. No frame is drawn before the save. On the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Moment | out | ERollySaveLifecycleMoment |
Why the game saves now. |
On Instances Regrown
An event of URollySaveSubsystem to bind.
Removed instances of Component came back as the level designs them, by Regrow After or because a Reset Area reset them. Instance Indices are their indices now and Keys their keys, in the same order, so you can reset your own data for them. When a level is being built, it fires once the level’s actors have begun play.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Component | out | UPrimitiveComponent |
The instances’ component. |
| Instance Indices | out | TArray<int32> |
The instances’ indices now. |
| Keys | out | TArray<FRollySaveInstanceKey> |
The instances’ keys, in the order of Instance Indices. |
On Load Cancelled
An event of URollySaveSubsystem to bind.
The Cancel Load node, or Cancel on a load node’s Async Action pin, stopped a load before its map change: nothing of it was set, and neither its node’s pins nor On Load Finished fire. A loading screen shown since On Load Started closes here.
| Pin | Direction | Type |
|---|---|---|
| Slot Name | out | FString |
On Load Finished
An event of URollySaveSubsystem to bind.
A load ended. After Open Saved Map it fires in the loaded map after every actor’s Begin Play, so bind it in Begin Play; the Game Instance’s Event Init runs before Rolly Save starts.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
On Load Progress
An event of URollySaveSubsystem to bind.
Phases Reading, Migrating, Loading Assets (Progress 0 to 1), Opening Map, Setting Values; after On Load Finished, Waiting for World (Progress 0 to 1) while the world is not ready.
| Pin | Direction | Type |
|---|---|---|
| Phase | out | ERollySaveLoadPhase |
| Progress | out | float |
On Load Started
An event of URollySaveSubsystem to bind.
A load started; Opens Map is true when it travels to the saved map.
| Pin | Direction | Type |
|---|---|---|
| Slot Name | out | FString |
| Opens Map | out | bool |
On Loaded
An event of URollySaveComponent to bind.
The actor and every other object of the same load, or of its level’s return, have their saved values, so references between them are set. Runs after the actor’s own On Rolly Save Loaded.
On Low Storage
An event of URollySaveSubsystem to bind.
The storage had less free space than Project Settings’ Low Storage Warning after a save. Fires once, and again only after the free space rose above it. Never on storage that keeps each user’s saves apart, which cannot be measured.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Free Bytes | out | int64 |
The free space measured after the latest save. |
| Threshold Bytes | out | int64 |
Low Storage Warning in bytes. |
On Player Held
An event of URollySaveSubsystem to bind.
Player’s first hold started: with Hold Method Stop Movement its pawn stands still and its move input is ignored until On Player Released.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | out | APlayerController |
The player’s controller. |
On Player Released
An event of URollySaveSubsystem to bind.
Player’s last hold ended and it moves again. Timed Out is true when Max Hold Time ended a hold that waited for ground.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | out | APlayerController |
The player’s controller. |
| Timed Out | out | bool |
Max Hold Time ended the hold. |
On Pre Save
An event of URollySaveComponent to bind.
The actor is about to be saved, or remembered as the player leaves its level. Copy state that is not in a variable with SaveGame ticked into one here.
On Profile Loaded
An event of URollySaveSubsystem to bind.
A profile load ended, the one at a local player’s start included; Result’s Slot Name is the profile key.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
| Profile | out | URollySaveProfile |
On Profile Saved
An event of URollySaveSubsystem to bind.
A profile save ended, also one made with a game save; Result’s Slot Name is the profile key.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
| Profile | out | URollySaveProfile |
On Rolly Save Loaded
An event of URollySaveInterface that a Blueprint child class implements.
Runs once this object and every other object of the same load, or of its level’s return, have their saved values, so references between them are set. Rebuild what depends on saved values here.
On Rolly Save Pre Save
An event of URollySaveInterface that a Blueprint child class implements.
Runs right before this object is saved, and before its level is remembered as the player leaves it. Copy state that is not in a variable with SaveGame ticked into one here.
On Rolly Save Saved
An event of URollySaveInterface that a Blueprint child class implements.
Runs once a save that holds this object is written; not after a failed save, and not when its level is only remembered.
On Save Changed Outside Game
An event of URollySaveSubsystem to bind.
A load found the newest copy of the save changed outside the game (Project Settings > Protection), before On Load Finished. With Changed Saves = Load and Report it loaded anyway, so a game can flag the player; otherwise its backup loaded, or nothing did. Nothing of the save is set yet, so Cancel Load here stops the load. On the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | out | FString |
The slot loaded. |
| Loaded | out | bool |
True when the changed copy loaded (Changed Saves = Load and Report); false when its backup loaded instead, or nothing did. |
On Save Finished
An event of URollySaveSubsystem to bind.
A save ended, whether a node, C++ or the quick save key asked for it; Status says how. Fires on the server or in a standalone game.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
On Save Finished
An event of URollySaveTriggerComponent to bind.
The save its action made ended: Save Checkpoint, Save to Slot, Automatic’s checkpoint, and an autosave once written. Not for an autosave that Minimum Gap, Maps Without Autosave or Stop Autosave dropped.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
On Save Started
An event of URollySaveSubsystem to bind.
A save started its capture, on the server or in a standalone game, with who started it; On Save Finished follows for each, also for an autosave dropped by a load before its write. A save asked for from here is refused with Busy.
| Pin | Direction | Type |
|---|---|---|
| Slot Name | out | FString |
| Kind | out | ERollySaveSlotKind |
| Started By | out | FRollySaveStarter |
On Saved
An event of URollySaveComponent to bind.
A save holding the actor was written. Not after a failed save, and not when its level is only remembered.
On Saved Values Applied
An event of URollySaveSubsystem to bind.
Apply Saved Values gave an actor with Apply Timing When Asked the values a load or its level’s return held for it, on the server or in a standalone game. The load events do not fire for it.
| Pin | Direction | Type |
|---|---|---|
| Actor | out | AActor |
On Slot Screen Requested
An event of URollySaveSubsystem to bind.
A slot screen was asked for a local player. Rolly Save’s slot screen listens here; bind it to open your own menu instead, and call Mark Slot Screen Request Handled in your listener so the request counts as handled.
| Pin | Direction | Type |
|---|---|---|
| Player | out | APlayerController |
| Mode | out | ERollySaveSlotScreenMode |
| Source | out | AActor |
On Slot Screen Requested
An event of URollySaveTriggerComponent to bind.
Its action asked for the slot screen for Player, whether or not anything opened it. For a local player it fires inside the request, after the Rolly Save Subsystem’s On Slot Screen Requested: bind it to open your own menu, and call Mark Slot Screen Request Handled in it so Automatic does not also save a checkpoint.
| Pin | Direction | Type |
|---|---|---|
| Player | out | APlayerController |
| Mode | out | ERollySaveSlotScreenMode |
On State Changed
An event of URollySaveTriggerComponent to bind.
Enabled or Triggered changed, on the server and, when its actor replicates, on clients. Set up looks from them in Begin Play too, since a load sets them before.
On Streamed Level Ready
An event of URollySaveSubsystem to bind.
Rolly Save is done with a streaming level, level instance or World Partition cell that became visible: its saved values are set, its spawned actors are back and its Reset Areas ran. Restored is true when Rolly Save holds state for it, set now or kept since its unload; false when nothing is saved for it. Levels present when the map’s actors initialize are set with the map’s load, which On Load Finished reports.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Streaming Level | out | ULevelStreaming |
The level’s streaming object, such as the one Get Streaming Level gives for a sublevel. |
| Restored | out | bool |
Rolly Save holds saved state for the level. |
On Triggered
An event of URollySaveTriggerComponent to bind.
It triggered, right before its action, so Set Slot Location and Set Slot Game Fields called here reach this save. On the server or in a standalone game.
| Pin | Direction | Type |
|---|---|---|
| User | out | AActor |
On User Signed In
An event of URollySaveSubsystem to bind.
A platform user signed in, on platforms that keep each user’s saves apart, such as consoles: the player’s profile loads again.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | out | APlayerController |
The controller of the local player of that user; None when no local player has it. |
| User Index | out | int32 |
The platform’s index of the user. |
On User Signed Out
An event of URollySaveSubsystem to bind.
A platform user signed out, on platforms that keep each user’s saves apart: the player’s profile went, unsaved. With Saving User, the user owned the slots, so saving them is paused (Project Settings > When the Saving User Changes); follow the platform’s rules from here, such as returning to the title screen.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | out | APlayerController |
The controller of the local player of that user; None when no local player has it. |
| User Index | out | int32 |
The platform’s index of the user. |
| Saving User | out | bool |
The user owned the slots. |
On World Ready
An event of URollySaveSubsystem to bind.
The world a load set up is ready to play: On Load Finished fired, each player Rolly Save held for it stands on loaded ground, a player whose pawn came later has it (within Max Hold Time), and spread After Begin Play values are set. After a failed load it fires right after On Load Finished; a load followed by another load or a travel before then gets none. With Hold Players After Loads and Travel it also fires when the last player held after a travel is released, with an empty Slot Name.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | out | FString |
The load’s slot; empty after a travel. |
Rearm
On URollySaveTriggerComponent.
Lets it trigger again after Once or Once per Visit, and ends Cooldown. Saved. Does nothing on a client.
Register Object for Saving
On URollySaveSubsystem.
Saves Object under Name: its variables with SaveGame ticked go into every save, and after a load they are set when an object registers under Name. For objects Rolly Save does not save on its own, such as a quest manager. Names compare with capital letters. False, with a setup message, when Name is taken, Object already saves or Group cannot be a group’s name; false after the game instance ended, which another subsystem’s Deinitialize may meet.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Object | in | UObject |
Self when left empty. |
| Name | in | FString |
A name unique in your game, such as QuestLog. |
| Group | in | FString |
The group a part save or part load takes the object with, such as Chapter2; empty saves it with the world. |
| Registered | out | bool |
Release Held Rolly Players
On URollySaveSubsystem.
Ends every hold of every player, Rolly Save’s own included, and a load’s wait for players’ pawns, such as when your own loading screen takes over. Does nothing on a client.
Release Rolly Player
On URollySaveSubsystem.
Ends Player’s hold of Reason; None ends all of Player’s holds, Rolly Save’s own included. The player moves again once no hold is left. Does nothing on a client.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The player’s controller. |
| Reason | in | FName |
The Reason given to Hold Rolly Player, or None for all. |
Release Rolly Thumbnail Hold
Static, in URollySaveThumbnailHoldLibrary.
When the next save would hold Hold’s picture because Use Rolly Thumbnail Hold gave it and no save took it, such as after the menu’s save failed, it no longer does. Another held picture stays. Call it when the menu closes without saving.
| Pin | Direction | Type |
|---|---|---|
| Hold | in | FRollySaveThumbnailHold |
Reload Save Rules
Latent, from URollySaveReloadRulesAction: it goes on from one of Completed.
Finds and loads every Save Rule again without a hitch, such as those of a Game Feature or DLC plugin mounted after the game started. A save or load in progress finishes with the rules it started with.
Remove Save Block
On URollySaveSubsystem.
Removes Object’s block of Reason; None removes all of Object’s blocks.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Object | in | UObject |
What holds the block; Self when left empty. |
| Reason | in | FName |
The reason given to Add Save Block, or None for all. |
Rename Rolly Profile
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Changes a named profile’s name; its key and files stay.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Profile Key | in | FString |
The profile’s key, as List Rolly Profiles gives it. |
| Name | in | FString |
The new name, at most 64 characters. |
| Result | out | FRollySaveResult |
Rename Rolly Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Moves a save to a new name: copies it, then deletes the source once the copy is written. Fails with Slot Exists when the new name holds a save: a rename never overwrites. Works on clients: it renames within this machine’s storage.
| Pin | Direction | Type | Description |
|---|---|---|---|
| From Slot Name | in | FString |
The slot to rename. |
| To Slot Name | in | FString |
The new name, such as Tavern Day 12. |
| Result | out | FRollySaveResult |
Request Autosave
On URollySaveSubsystem.
Autosaves now, unless within Minimum Gap of the last save to storage, after Stop Autosave or in a map without autosave; then the log says it was dropped. During a load, seamless travel or a save block it waits.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Reason | in | FName |
Why, for the log, such as BossDefeated. |
| Ignore Minimum Gap | in | bool |
Save even when a save to storage happened within Minimum Gap. |
Request Slot Screen
On URollySaveSubsystem.
Asks the slot screen to open for Player, through On Slot Screen Requested. True when a listener handled it: one that called Mark Slot Screen Request Handled, as Rolly Save’s slot screen does when it opens, or any listener with Slot Screen Requests Need a Mark off. False for a player who is not a local player’s controller.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s controller. |
| Mode | in | ERollySaveSlotScreenMode |
Save, Load or New Game. |
| Source | in | AActor |
The actor that asked, such as a save point; may be None. |
| Handled | out | bool |
Reset Rolly Profile
Latent, from URollySaveProfileAction: it goes on from one of Success, Failure.
Deletes both copies and gives defaults, written at the next save, such as after a profile that does not load.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Result | out | FRollySaveResult |
|
| Profile | out | URollySaveProfile |
Rewind Rolly Game
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
Loads the point Steps back (1 is the newest); newer points then go. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Steps | in | int32 |
How many points back: 1 is the newest. |
| Map | in | ERollySaveLoadMap |
Open Saved Map: open the map the point was saved in. Keep Current Map: stay, and set the saved values on the objects that exist now. |
| Result | out | FRollySaveResult |
Rolly Quick Load
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
Loads the quick slot, as Load Game from Rolly Slot does with Open Saved Map.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
Rolly Quick Save
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves to the quick slot, named quick, as Save Game to Rolly Slot does.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
Save Game Part to Rolly Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves Scope’s parts into the slot and keeps the rest it holds, such as its world when Scope names only the players. Fails with Damaged or Newer Version, writing nothing, when the slot holds a save that cannot be kept. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot’s name, such as Slot 1. |
| Scope | in | FRollySaveScope |
The parts to save: Players, World, and groups of registered objects and Save Handlers. |
| Result | out | FRollySaveResult |
Save Game to New Rolly Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves into a new slot named slot_1 and up, the lowest free, with your title; Result’s Slot Name is the new slot.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Title | in | FString |
The title slot lists show, such as Before the cellar; at most 128 characters. |
| Result | out | FRollySaveResult |
Save Game to Rolly Memory Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves the whole game into memory, kept for the session, such as before a boss for a retry. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The memory slot’s name, such as BeforeBoss. Rolly Save keeps checkpoint and rewind_1 to rewind_99 for its own. |
| Result | out | FRollySaveResult |
Save Game to Rolly Slot
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves the game to a slot: the variables with SaveGame ticked of the game instance, its subsystems, the Game Mode, the Game State, world subsystems, this map’s Level Blueprint and registered objects, and the Global Handlers’ data. Runs on the server or in a standalone game. Success runs once the save is written; on Failure the slot keeps its previous save.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot’s name, such as Slot 1. Names that differ only in capital letters are one slot. |
| Result | out | FRollySaveResult |
Save Rolly Checkpoint
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves to memory and storage: the memory slot checkpoint, for a retry that reads no storage, and the slot checkpoint, or the current slot under Checkpoints Write To; during a run, the run’s slot alone. Waits while blocked and runs when the last block goes. Failure has the storage write’s status. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Checkpoint Name | in | FName |
None, or 1 to 128 characters, such as Bridge; slot lists show it. |
| Result | out | FRollySaveResult |
Save Rolly Profile
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves the player’s profile. Fails with Busy while it loads, and with the refused load’s status while it could not be read, so defaults never replace it. Works on clients: it saves to this machine.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Result | out | FRollySaveResult |
Save Rolly Rewind Point
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Saves the newest rewind point. Runs on the server or in a standalone game.
| Pin | Direction | Type |
|---|---|---|
| Result | out | FRollySaveResult |
Set Current Rolly Slot
On URollySaveSubsystem.
The slot Autosaves and Checkpoints Write To Current Slot write, such as for a new playthrough before its first save. False during a run and for names Rolly Save writes itself.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to make current. |
| Set | out | bool |
Set Enabled
On URollySaveResetAreaComponent.
Turns it on or off, such as off once a dungeon is cleared. Saved. Does nothing on a client.
| Pin | Direction | Type |
|---|---|---|
| New Enabled | in | bool |
Set Enabled
On URollySaveTriggerComponent.
Turns it on or off. Saved; clients see it through On State Changed. Does nothing on a client.
| Pin | Direction | Type |
|---|---|---|
| New Enabled | in | bool |
Set Next Rolly Save Thumbnail
On URollySaveSubsystem.
Uses your picture for the next Manual or Quick save, such as a scene capture of the party. Reads the render target once; the game thread waits for that read. C++ also takes an FImageView, without a wait. False on a client and a dedicated server.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Render Target | in | UTextureRenderTarget2D |
A render target of RGBA8 or RGBA16f. |
| Set | out | bool |
Set Rolly Game in Play
On URollySaveSubsystem.
Tells Rolly Save whether a game is in play in the current map, until the game opens another map: true at the start of a level the game opened itself, before its first save, so a quit there is saved; false as a title screen opens over a level, so a quit there is not. A map Maps Without Autosave lists is never in play.
| Pin | Direction | Type | Description |
|---|---|---|---|
| In Play | in | bool |
Whether a game is in play. |
Set Rolly Slot Title
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Changes the title slot lists show, keeping save time, kind and run. A slot without a save takes the title at its first save in this session. At most 128 characters.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot to give the title. |
| Title | in | FString |
The title, such as Before the cellar. |
| Result | out | FRollySaveResult |
Set Rolly Title for Next Save
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Gives the slot’s next save in this session a title, while the save it holds now keeps its own until then, such as for a new game started in a filled slot. Writes nothing. At most 128 characters.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The slot whose next save takes the title. |
| Title | in | FString |
The title, such as Second try. |
| Result | out | FRollySaveResult |
Set Slot Game Fields
On URollySaveSubsystem.
Your Slot Fields Struct for later saves’ metadata, such as the hero’s level for a slot list. False, with a setup message, without Slot Fields Struct in Project Settings or for another struct; false, without one, in another subsystem’s Deinitialize after Rolly Save’s own.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Game Fields | in | FInstancedStruct |
Made with Make Instanced Struct from your Slot Fields Struct; an empty one clears them. |
| Set | out | bool |
Set Slot Location
On URollySaveSubsystem.
The place later saves name in their metadata, for slot lists, such as Tavern Cellar. False, with a setup message, for a text longer than 1,024 characters or nested deeper than a save holds; false, without one, in another subsystem’s Deinitialize after Rolly Save’s own.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Location Text | in | FText |
The place, as players read it. |
| Set | out | bool |
Start Autosave
On URollySaveSubsystem.
Turns autosave on for the session; above 0, sets the timer’s interval.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Interval Seconds | in | float |
Above 0: the timer’s interval for the session, at least 10 seconds. 0 keeps Autosave Interval. |
Start Rolly New Game Plus
Latent, from URollySaveLoadAction: it goes on from one of Success, Failure.
A new game in Map that keeps Carry’s parts: they are captured into memory, the loaded game, the current slot and the run are cleared, and Map opens with the carried values set before its Begin Play, the players’ at their pawns, without their place. Get New Game Plus Cycle goes up by 1; profiles stay. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Carry | in | FRollySaveScope |
What goes on into the new game: Players and groups of registered objects and Save Handlers; never World. |
| Map | in | TSoftObjectPtr<UWorld> |
The new game’s first map. |
| Result | out | FRollySaveResult |
Start Rolly Run
Latent, from URollySaveSlotAction: it goes on from one of Success, Failure.
Starts a run in an empty slot; writes nothing. From then on every save goes to that slot and every load takes its newest copy. Fails with Slot Exists for a slot that holds a save. Runs on the server or in a standalone game.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Slot Name | in | FString |
The run’s slot, such as Ironman 1. |
| Result | out | FRollySaveResult |
Stop Autosave
On URollySaveSubsystem.
Stops the timer and requests for the session.
Trigger
On URollySaveTriggerComponent.
Triggers it for User as walking in does: Enabled, Trigger By, Players, Filter, Triggers and Cooldown apply, then Can Trigger Rolly Save on its actor, then the action. Call it on the server, such as from your interaction system. False when a check refuses, on a client, and while Is Restoring is true.
| Pin | Direction | Type | Description |
|---|---|---|---|
| User | in | AActor |
The pawn, its controller, or the actor that triggers it. |
| Triggered | out | bool |
Unregister Object for Saving
On URollySaveSubsystem.
Stops saving Object: the next save leaves out what it held. Safe in another subsystem’s Deinitialize, after Rolly Save’s own.
| Pin | Direction | Type |
|---|---|---|
| Object | in | UObject |
Use Rolly Profile
Latent, from URollySaveProfileInfoAction: it goes on from one of Success, Failure.
Loads that profile for the player and remembers the choice. Saves nothing by itself.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Profile Key | in | FString |
The profile’s key, as List Rolly Profiles gives it. |
| Result | out | FRollySaveResult |
|
| Profile | out | FRollySaveProfileInfo |
Use Rolly Thumbnail Hold
Static, in URollySaveThumbnailHoldLibrary.
Gives the picture Hold keeps to the next Manual or Quick save, as Capture Rolly Save Thumbnail would: call it right before the menu’s save. False for an empty hold, on a client and on a dedicated server.
| Pin | Direction | Type |
|---|---|---|
| Hold | in | FRollySaveThumbnailHold |
| Used | out | bool |
Wait for Rolly World Ready
Latent, from URollySaveWaitWorldReadyAction: it goes on from one of Ready.
Continues at Ready on a later tick than the call: at once when Is Rolly World Ready is true, otherwise at On World Ready, or on the tick after a travel ended the wait without it, once the new world is ready; a node whose world went ends without Ready. Use it in Begin Play of actors that should start only on loaded ground, such as AI or your own fade-in. On a client it continues at once.
Was Reset on Arrival
Pure, on URollySaveResetAreaComponent.
True when it reset its actors as this level was built, so a spawner’s Begin Play can spawn its enemies again.
| Pin | Direction | Type |
|---|---|---|
| Reset | out | bool |
Was Restored by Load
Pure and static, in URollySaveSubsystem.
True once Object took saved values from the last load, or from its level’s memory when the player returned. Check it in Begin Play to skip setting up what the save restored. False for objects placed or spawned since that save, and on clients.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Object | in | UObject |
Self when left empty. |
| Restored | out | bool |
Rolly|Save|Migration
Fail Migration
On URollySaveMigrationContext.
Stops the load with Migration Failed; Detail holds Reason.
| Pin | Direction | Type |
|---|---|---|
| Reason | in | FString |
Find Records by Class
On URollySaveMigrationContext.
Records whose class is Class Path, compared after Core Redirects.
| Pin | Direction | Type |
|---|---|---|
| Class Path | in | FString |
| Return Value | out | TArray<FRollySaveRecordHandle> |
Find Records by Subject
On URollySaveMigrationContext.
The record saved for that object, such as Global and GameMode.
| Pin | Direction | Type |
|---|---|---|
| Kind | in | ERollySaveSubjectKind |
| Subject | in | FString |
| Return Value | out | TArray<FRollySaveRecordHandle> |
Find Records in Chunk
On URollySaveMigrationContext.
Records of one chunk, such as WRLD and /Game/Maps/Tavern.
| Pin | Direction | Type |
|---|---|---|
| Chunk Id | in | FString |
| Chunk Key | in | FString |
| Return Value | out | TArray<FRollySaveRecordHandle> |
Get File Version
Pure, on URollySaveMigrationContext.
The save’s Game Data Version before this run’s steps.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | int32 |
Get Path Value
On URollySaveMigrationContext.
Reads a value saved by path into the connected variable, as Get Saved Value reads a saved value. False, leaving the variable as it was, when absent or saved as another type. Use it with Set Path Value to keep the player’s value when the property’s type changes, such as a float that became a double.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Value | out | int32 |
| Return Value | out | bool |
Get Path Value Type
Pure, on URollySaveMigrationContext.
The saved type’s name of a value saved by path, such as FloatProperty; empty when absent. Name is the property, then each member inside it, joined by a dot, such as Intensity or BodyInstance.CollisionEnabled.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Return Value | out | FString |
Get Record Info
Pure, on URollySaveMigrationContext.
Where the record is and what it was saved for.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Return Value | out | FRollySaveRecordInfo |
Get Saved Value
On URollySaveMigrationContext.
Reads the value into the connected variable. False, leaving the variable as it was, when absent, saved as another type (connect a variable of the saved type), or holding what a step cannot read: a pointer to another saved object, to an object the saved object owns or to an asset or class that is not loaded, or a text from a string table that is not loaded. Steps run before the save’s objects and assets load, so rename or remove such a value instead of writing it back.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Value | out | int32 |
| Return Value | out | bool |
Get Saved Value Names
Pure, on URollySaveMigrationContext.
Its top-level saved values.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Return Value | out | TArray<FName> |
Get Saved Value Type
Pure, on URollySaveMigrationContext.
The saved type’s name, such as IntProperty or StructProperty(Vector(/Script/CoreUObject)); empty when absent.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Return Value | out | FString |
Get Slot Name
Pure, on URollySaveMigrationContext.
The name of the slot the save loads from.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | FString |
Migrate
An event of URollySaveMigrationStep that a Blueprint child class implements.
Change the save’s records: find them through Context, read and write their saved values, or call Fail Migration to refuse the save. Runs before anything of the save loads.
| Pin | Direction | Type |
|---|---|---|
| Context | out | URollySaveMigrationContext |
Remove Path Value
On URollySaveMigrationContext.
Removes a value saved by path. False when the record holds none of that name.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Return Value | out | bool |
Remove Record
On URollySaveMigrationContext.
Removes the record from the save.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Return Value | out | bool |
Remove Saved Value
On URollySaveMigrationContext.
False when the record holds no value of that name.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Return Value | out | bool |
Rename Record Subject
On URollySaveMigrationContext.
Renames the object it was saved for and every saved reference to it. False when another record is saved for New Subject.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| New Subject | in | FString |
| Return Value | out | bool |
Rename Saved Value
On URollySaveMigrationContext.
False when New Name exists or Old Name does not.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Old Name | in | FName |
| New Name | in | FName |
| Return Value | out | bool |
Set Path Value
On URollySaveMigrationContext.
Writes the value with the connected type as a value saved by path, adding it when absent. A load gives it back only while a Save Rule or Rolly Save component picks it and its type is the property’s. False when the record would pass a limit.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Value | in | int32 |
| Return Value | out | bool |
Set Record Class
On URollySaveMigrationContext.
The record applies to objects of Class Path, such as /Game/Chests/BP_Chest.BP_Chest_C.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Class Path | in | FString |
| Return Value | out | bool |
Set Saved Value
On URollySaveMigrationContext.
Writes the value with the connected type, adding it when absent. False when the record would pass a limit.
| Pin | Direction | Type |
|---|---|---|
| Record | in | FRollySaveRecordHandle |
| Name | in | FName |
| Value | in | int32 |
| Return Value | out | bool |
Rolly|Save|Screens
Close Rolly Slot Screen
Static, in URollySaveUILibrary.
Closes the player’s slot screen and its dialogs.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller. |
Get Mode
Pure, on URollySaveSlotScreen.
Save, Load or New Game.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | ERollySaveSlotScreenMode |
Get Sort
Pure, on URollySaveSlotScreen.
The order the list shows.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | ERollySaveSlotSort |
Is Import Mode
Pure, on URollySaveSlotScreen.
True for Import mode, over the export folder’s saves.
| Pin | Direction | Type |
|---|---|---|
| Return Value | out | bool |
Is Rolly Slot Screen Open
Pure and static, in URollySaveUILibrary.
True while the player’s slot screen shows.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller. |
| Open | out | bool |
On New Game Chosen
An event of URollySaveUISubsystem to bind.
The player picked New Game; the loaded game is cleared and the slot set. Open your start map here, or set New Game Map.
| Pin | Direction | Type |
|---|---|---|
| Player | out | APlayerController |
| Slot Name | out | FString |
| Title | out | FString |
Open Rolly Profiles
Static, in URollySaveUILibrary.
The profiles panel, with Named profile keys.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller. |
| Opened | out | bool |
Open Rolly Slot Screen
Static, in URollySaveUILibrary.
Opens the slot screen for a local player in Save, Load or New Game mode, as a request does, also with Show Slot Screen off. False on a client for those modes, and while it is open.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player. |
| Mode | in | ERollySaveSlotScreenMode |
Save, Load or New Game. |
| Opened | out | bool |
Refresh Slots
On URollySaveSlotScreen.
Lists the saves again; the rows follow, keeping focus on the same save.
Set Sort
On URollySaveSlotScreen.
Shows the list in Order, kept for the session, as the sort chip and its key do.
| Pin | Direction | Type |
|---|---|---|
| Order | in | ERollySaveSlotSort |
Show Rolly Saving Indicator Preview
Static, in URollySaveUILibrary.
Shows the saving indicator in its corner for Seconds without a save, such as on a start-up screen that tells players not to switch off while it shows. False while a save shows it, while the platform shows its own saving interface, without Player, and for Seconds of 0 or less. A save that starts meanwhile takes it over.
| Pin | Direction | Type | Description |
|---|---|---|---|
| Player | in | APlayerController |
The local player’s own controller, such as Get Owning Player: it shows in that player’s part of the screen. |
| Seconds | in | float |
How long it shows. |
| Shown | out | bool |