Rolly Docs

Blueprint nodes

Every Blueprint node and event of Rolly Save by category: what it does and its pins.

Sheet
54 of 64
Rev
1.0.0
Updated
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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

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

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