# Enumerations

> The enumerations of Rolly Save: every value, with the name that config files and Blueprints store.

Product: Rolly Save 1.0.0 | Sheet: reference | Updated: 2026-10-31 | HTML: https://rolly-docs.pages.dev/save/reference/enums/

## RollySave

### `ERollySaveActorSaving`

Rolly Save Actor Saving · `#include "Actor/RollySaveActorSettings.h"`

Whether an actor saves. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| With Saved State | `WithSavedState` | The actor saves when it or a component has a variable with SaveGame ticked, it has a Rolly Save component, or a Save Rule or its Rolly Save component saves a property of it by path. |
| Always | `Always` | The actor saves even without them: what the ticks list and whether it was destroyed. Each such actor adds a record to every save. |
| Never | `Never` | The actor is left out of saves and loads with its components and child actors, and a destroyed one comes back as placed. |

### `ERollySaveApplyTiming`

Rolly Save Apply Timing · `#include "RollySaveTypes.h"`

When saved values apply in a load that opens the saved map or a level's return: an actor's, set in Actor Defaults, Save Rules or its Rolly Save component, and a Save Handler's Apply. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Before Begin Play | `BeforeBeginPlay` | With the other saved values, so Begin Play sees the result. |
| After Begin Play | `AfterBeginPlay` | Once every actor's Begin Play ran, for objects whose Begin Play would overwrite them. |
| When Asked | `WhenAsked` | Once your game calls Apply Saved Values for the actor. A Global Handler with it applies After Begin Play. |

### `ERollySaveAudioPosition`

Rolly Save Audio Position · `#include "EngineState/RollySaveEngineStateTypes.h"`

How the Audio handler knows where a playing sound is. Values are saved by name and only appended.

| Value | Name | Description |
|---|---|---|
| Estimated | `Estimated` | Worked out from when the sound started, its pauses and its pitch. Exact for a sound that starts at its beginning and keeps one pitch; no cost while sounds play. |
| Reported | `Reported` | The engine reports each playing sound wave's position. Exact for sound waves from their next play on; costs a call per playing sound and audio frame. |

### `ERollySaveChangedSaves`

Rolly Save Changed Saves · `#include "RollySaveSettingsTypes.h"`

What a load does with a copy changed outside the game, found by save protection: its checksums hold and its signature does not. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Use Other Copy | `UseOtherCopy` | The other copy loads, as for a damaged copy, with an Issues line and the backup notice saying the save was changed outside the game. |
| Load and Report | `LoadAndReport` | Loaded as it is, and On Save Changed Outside Game is raised, for games that only flag such players. |

### `ERollySaveCheckOnSave`

Rolly Save Check On Save · `#include "Checks/RollySaveCheckTypes.h"`

When Rolly Save checks what you saved in the editor. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Off | `Off` | No check after saving. |
| Report | `Report` | Warnings and errors go to the Message Log. |
| Report and Notify | `ReportAndNotify` | As Report, with a notification. |

### `ERollySaveCheckSeverity`

Rolly Save Check Severity · `#include "Checks/RollySaveCheckTypes.h"`

How one of Rolly Save's editor checks reports. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Default | `Default` | The severity Rolly Save gives it, named in the row's tooltip. |
| Off | `Off` | The check does not run. |
| Info | `Info` | Listed as a note; never fails. |
| Warning | `Warning` | Listed as a warning; never fails. |
| Error | `Error` | Listed as an error; fails Data Validation, a submit and CI. |

### `ERollySaveCompression`

ERolly Save Compression · `#include "RollySaveTypes.h"`

How strongly Rolly Save compresses the data in its save files. Every level loads files written with any other level. Data that does not get smaller is stored as it is.

| Value | Name | Description |
|---|---|---|
| Off | `Off` | No compression: the fastest saves and the largest files. |
| Fast | `Fast` | Light compression that costs little time, for games that save often or save large worlds (Oodle Mermaid, HyperFast2). |
| Balanced | `Balanced` | Good compression at a modest cost, the default (Oodle Kraken, VeryFast). |
| Smallest | `Smallest` | The smallest files and the slowest saves, for small saves or tight storage quotas (Oodle Kraken, Normal). |

### `ERollySaveDataLayerStates`

Rolly Save Data Layer States · `#include "RollySaveSettingsTypes.h"`

Which runtime Data Layers a save holds. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Changed Layers | `Changed` | Layers whose state differs from the one they start in. |
| All Layers | `All` | Every runtime layer the server can change. |

### `ERollySaveDestruction`

Rolly Save Destruction · `#include "Destruction/RollySaveDestructionTypes.h"`

What a load keeps of an actor's broken geometry collections. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Off | `Off` | A geometry collection comes back whole after a load. |
| Broken Pieces | `BrokenPieces` | Pieces that broke off come back where they lay, removed pieces stay removed, and pieces that broke off joined come back as separate pieces. |
| Exact Groups | `ExactGroups` | As Broken Pieces, and pieces that broke off joined come back joined. |

### `ERollySaveExportRoot`

ERolly Save Export Root · `#include "RollySaveSettingsTypes.h"`

Where exported save files go.

| Value | Name | Description |
|---|---|---|
| Saved Folder | `SavedFolder` | The project's Saved folder. |
| Documents Folder | `DocumentsFolder` | The player's Documents folder, in a folder named after the project. |

### `ERollySaveGuestProfiles`

Rolly Save Guest Profiles · `#include "RollySaveSettingsTypes.h"`

Where the profile of a local player without a platform user (a guest) goes. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Not Saved | `NotSaved` | Not read or written: the guest gets a profile with defaults for the session. |
| With the Saving User | `WithSavingUser` | In the storage of the user who owns the slots, one profile per local player place. |

### `ERollySaveHoldMethod`

Rolly Save Hold Method · `#include "RollySaveSettingsTypes.h"`

How a held player is stopped. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Stop Movement | `StopMovement` | Movement stops and move input is ignored until release. |
| Events Only | `EventsOnly` | Nothing stops; On Player Held and On Player Released fire. |

### `ERollySaveHoldPlayers`

Rolly Save Hold Players · `#include "RollySaveSettingsTypes.h"`

When Rolly Save holds players by itself until the ground under them has loaded. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Off | `Off` | Rolly Save holds nobody by itself. |
| After Loads | `AfterLoads` | After each Rolly Save load, with or without a map change. |
| After Loads and Travel | `AfterLoadsAndTravel` | Also after each map change by travel, not the game's first map. |

### `ERollySaveInstanceComponents`

Rolly Save Instance Components · `#include "Instances/RollySaveInstanceTypes.h"`

Which of an actor's components save their instances. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Every Instanced Mesh | `All` | Every Instanced Static Mesh, Hierarchical Instanced Static Mesh, foliage and Instanced Skinned Mesh component of the actor, and the output of its PCG components. |
| Foliage and PCG Output | `FoliageAndPCG` | Only foliage painted with the Foliage tool and the output of the actor's PCG components. |

### `ERollySaveInstanceMode`

Rolly Save Instance Mode · `#include "Instances/RollySaveInstanceTypes.h"`

What a load keeps of an actor's instances. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Off | `Off` | Instances are not saved; a load shows the level's design. |
| Changes | `Changes` | Removed, moved, recoloured and added instances are saved, each matched to the level's design by its place, so level updates keep what players harvested. |
| Whole List | `WholeList` | Every instance is saved and a load replaces the component's instances, for components your game fills, such as a farm's crops or a building system's walls. PCG output saves changes either way. |

### `ERollySaveLifecycleMaps`

Rolly Save Lifecycle Maps · `#include "RollySaveSettingsTypes.h"`

In which maps lifecycle saves write. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Game in Play | `GameInPlay` | Only where a game is 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 the map, in the map the game opens after Clear Loaded Game or Start Rolly Run, after seamless travel or reopening the same map, or after Set Rolly Game in Play; another map the game opens itself, such as its title map, is not saved until one of these happens there. |
| Any Map | `AnyMap` | In every map not listed in Maps Without Autosave. List your title and menu maps there. |

### `ERollySaveLifecycleMoment`

Rolly Save Lifecycle Moment · `#include "RollySaveTypes.h"`

The moment a lifecycle save is made at, as On Before Lifecycle Save tells it. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Background | `Background` | The game goes to the background on a phone or tablet, where the system may end it without a further warning. |
| Quit | `Quit` | The game quits: the save is made while its world tears down, after the Quit Game node, the quit command or a closed window. |
| Focus Lost | `FocusLost` | The game's window lost focus on a desktop, with Save When Window Loses Focus on. |
| Session End | `SessionEnd` | The operating system ends the session, such as at shutdown or log off on Windows. |

### `ERollySaveLifecycleWriteTo`

Rolly Save Lifecycle Write To · `#include "RollySaveSettingsTypes.h"`

Where lifecycle saves write: saves made as the game goes to the background or quits. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Autosave | `Autosave` | As an autosave: the autosave slots, or the current slot when Autosaves Write To says so. Never over a manual save. |
| Current Slot | `CurrentSlot` | The slot the game last saved or loaded by name; as an autosave until there is one. |
| Resume Slot | `ResumeSlot` | The slot resume, which your menu can offer as Continue. |

### `ERollySaveLoadMap`

Rolly Save Load Map · `#include "RollySaveTypes.h"`

Which map a load sets the saved values in. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Open Saved Map | `OpenSavedMap` | Open the map the save was made in; every saved value is set before its Begin Play. |
| Keep Current Map | `KeepCurrentMap` | Stay, and set the saved values on the objects that exist now. |

### `ERollySaveLoadPhase`

Rolly Save Load Phase · `#include "RollySaveTypes.h"`

A step of a load, as On Load Progress reports it. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Reading | `Reading` | Reading and checking the save. |
| Migrating | `Migrating` | Bringing a save of a lower Game Data Version up to date with the Migrations asset's steps. |
| Loading Assets | `LoadingAssets` | Loading the assets the save names; Progress goes from 0 to 1. |
| Opening Map | `OpeningMap` | Opening the saved map. The game thread is busy until the map is open, so no progress comes meanwhile. |
| Setting Values | `SettingValues` | Setting the saved values on the game's objects. |
| Waiting for World | `WaitingForWorld` | After On Load Finished, until On World Ready: players held until the ground under them has loaded, and spread After Begin Play values. Progress goes from 0 to 1. |

### `ERollySaveMaterialObjectKind`

Rolly Save Material Object Kind · `#include "EngineState/RollySaveEngineStateTypes.h"`

The kind of object a material parameter holds, as the Material Parameters handler saves it. Values are saved by name and only appended.

| Value | Name | Description |
|---|---|---|
| Texture | `Texture` | A texture parameter. |
| Texture Collection | `TextureCollection` | A texture collection parameter. |
| Runtime Virtual Texture | `RuntimeVirtualTexture` | A runtime virtual texture parameter. |
| Sparse Volume Texture | `SparseVolumeTexture` | A sparse volume texture parameter; global parameters only, as the engine sets them by name. |
| Font | `Font` | A font parameter, with its page. |

### `ERollySavePCGRegenerate`

Rolly Save PCG Regenerate · `#include "PCG/RollySavePCGTypes.h"`

Whether an actor's PCG components generate again after a load. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| When Values Changed | `WhenChanged` | A component whose loaded values differ from those its output was made with generates again, and so does an On Demand component generated at the save; one that generates at Begin Play or at run time uses them without an extra generation. |
| Always | `Always` | Every PCG component of the actor generates again after a load, such as for a graph that reads saved variables. |
| Never | `Never` | None does; call Generate yourself, such as in On Rolly Save Loaded. |

### `ERollySavePCGValues`

Rolly Save PCG Values · `#include "PCG/RollySavePCGTypes.h"`

Which values of an actor's PCG components save. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Off | `Off` | None; PCG components start with the values placed in the editor. |
| Changed Values | `Changed` | Values that differ from those placed in the editor, so a game update that changes a seed reaches old saves. |
| All Values | `All` | Every value. |

### `ERollySavePlayState`

Rolly Save Play State · `#include "EngineState/RollySaveEngineStateTypes.h"`

Whether a sequence or a sound plays, is paused or stopped, as Rolly Save's engine state handlers save it. Values are saved by name and only appended.

| Value | Name | Description |
|---|---|---|
| Stopped | `Stopped` | It does not play. |
| Playing | `Playing` | It plays. |
| Paused | `Paused` | It plays and is paused. |

### `ERollySaveProfileKeySource`

Rolly Save Profile Key Source · `#include "RollySaveTypes.h"`

Where each local player's profile key comes from. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Platform User | `PlatformUser` | One profile per signed-in user or controller. |
| Named | `Named` | Players make, name and pick profiles, several per machine. |
| Provider | `Provider` | Your Player ID Provider names each player's profile, such as by account. |

### `ERollySaveProfilesFull`

Rolly Save Profiles Full · `#include "RollySaveTypes.h"`

What a joining player without a named profile of its own gets once Max Named Profiles exist. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Reuse Oldest Unused | `ReuseOldestUnused` | The profile saved longest ago that no local player uses, with its progress. |
| Refuse | `Refuse` | None: the player's profile does not load, with Invalid Input, until Use Rolly Profile gives it one. |

### `ERollySaveResetClock`

Rolly Save Reset Clock · `#include "RollySaveLevelTypes.h"`

The clock a Reset Area's Reset After counts on. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Project Default | `ProjectDefault` | Reset Clock in Project Settings. |
| Play Time | `PlayTime` | The game's play time: pauses stop it, saves keep it. |
| Game Clock | `GameClock` | Your Game Clock Class, such as in-game days. |

### `ERollySaveResetRule`

Rolly Save Reset Rule · `#include "RollySaveLevelTypes.h"`

When the saved actors inside a Rolly Save Reset Area start as designed again. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Never | `Never` | Never; they also keep their state through New Game Plus. |
| On Revisit | `OnRevisit` | Each time the player returns to its level. |
| After Game Time | `AfterGameTime` | On a return once Reset After has passed on Clock since the player left. |
| On New Game Plus | `OnNewGamePlus` | Only when a New Game Plus starts. |

### `ERollySaveRuleMatch`

Rolly Save Rule Match · `#include "Rules/RollySaveRule.h"`

How a Save Rule's Match lists combine. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| All Lists | `AllLists` | An actor matches when it passes every list of Match that has entries. |
| Any List | `AnyList` | An actor matches when it passes one list of Match that has entries. |

### `ERollySaveRunEnd`

Rolly Save Run End · `#include "RollySaveTypes.h"`

How End Rolly Run ends a run. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Lock | `Lock` | The save stays listed, marked ended, and no longer loads. |
| Delete | `Delete` | The save is deleted. |

### `ERollySaveRunLedger`

Rolly Save Run Ledger · `#include "RollySaveTypes.h"`

Where single-slot runs record their newest save, so an older copy does not load. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Profile | `Profile` | The first local player's profile. |
| Shared | `Shared` | One file for every profile and a dedicated server. |
| Off | `Off` | Nothing recorded: older copies of a run load. |

### `ERollySaveRunState`

Rolly Save Run State · `#include "RollySaveTypes.h"`

Whether a save belongs to a single-slot run, such as an ironman game. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| None | `None` | The save belongs to no run. |
| Active | `Active` | The save belongs to a run that goes on. |
| Ended | `Ended` | The save's run ended: it lists, and does not load. |
| Other | `Other` | A run state this version does not know: a newer version of the game wrote the save. |

### `ERollySaveSavingUser`

Rolly Save Saving User · `#include "RollySaveSettingsTypes.h"`

Whose platform storage holds the slots, on platforms that keep each user's saves apart. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| First Local Player | `FirstLocalPlayer` | The platform user of the game's first local player. |
| Primary Platform User | `PrimaryPlatformUser` | The platform's primary user, whatever player is first. |

### `ERollySaveSavingUserChange`

Rolly Save Saving User Change · `#include "RollySaveSettingsTypes.h"`

What happens when the platform user who owns the slots changes. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Stop Until Load | `StopUntilLoad` | Slots are read from the new user's storage, and saving them is paused until a load or Clear Loaded Game, so one user's game never lands in another's storage. |
| Follow | `Follow` | Slots go to the new user's storage at once, the loaded game included. |

### `ERollySaveSlotKind`

Rolly Save Slot Kind · `#include "RollySaveTypes.h"`

What made a save, recorded in its metadata, so a slot list can tell the player's own saves from quick saves, memory slots and rewind points. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Other | `Other` | The save has no metadata, its kind is one this version does not know, or the result is of no save or load. |
| Manual | `Manual` | Save Game to Rolly Slot, or Save Game Part to Rolly Slot. |
| Quick | `Quick` | Rolly Quick Save or the quick save key. |
| Autosave | `Autosave` | An autosave. |
| Checkpoint | `Checkpoint` | A checkpoint. |
| Memory | `Memory` | Save Game to Rolly Memory Slot. |
| Rewind | `Rewind` | Save Rolly Rewind Point. |
| Imported | `Imported` | A save imported from a file or from bytes. |

### `ERollySaveSlotScreenMode`

Rolly Save Slot Screen Mode · `#include "RollySaveLevelTypes.h"`

Whether the slot screen opens to save, to load or to start a new game. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Save | `Save` | The screen to pick a slot to save to. |
| Load | `Load` | The screen to pick a save to load. |
| New Game | `NewGame` | The screen to pick the slot a new game saves to. |

### `ERollySaveStartedBy`

Rolly Save Started By · `#include "Game/RollySaveEvents.h"`

Who started a save, as On Save Started tells it. Values are only appended.

| Value | Name | Description |
|---|---|---|
| Server | `Server` | The game's own code on the server or in a standalone game, such as a Blueprint, a Save Point or a console command. |
| Local Player | `LocalPlayer` | A local player, such as through the slot screen: Player names which. |
| Autosave or Checkpoint | `AutosaveOrCheckpoint` | The game's own autosave or checkpoint. |
| Lifecycle | `Lifecycle` | A lifecycle save: the game went to the background, quit, lost focus or its session ended. |

### `ERollySaveStatus`

Rolly Save Status · `#include "RollySaveTypes.h"`

How a Rolly Save operation ended. Every node and event gives one in its Result, so one Switch on Rolly Save Status serves them all; branch on it, never on Detail. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Succeeded | `Succeeded` | Done. When a load's result says From Backup, tell the player the last save may be missing. |
| Not Found | `NotFound` | No save in that slot (Copy and Rename: in From Slot Name; imports: no engine save, or no such file). Hide Continue, or say there is no save. |
| Newer Version | `NewerVersion` | A newer version of the game, Rolly Save or the engine made the save, a Game Data Version above this build's included. It is kept and never written over. Tell the player it needs a newer version of the game. |
| Damaged | `Damaged` | No copy of the save verifies, or a saved object fails its structure check. Say the save is damaged and offer Delete. |
| Low Storage | `LowStorage` | The storage is full. Tell the player. |
| Storage Failed | `StorageFailed` | The storage failed the read or the write; trying again may work. Offer to try again. |
| Busy | `Busy` | A load runs, from its call until its saved values are set, or the map is changing by seamless travel. Wait for On Load Finished. |
| Not Authority | `NotAuthority` | Called on a client. Saving and loading the game runs on the server or in a standalone game. |
| Invalid Input | `InvalidInput` | The call cannot be used: a slot name that cannot be one, no running game, no Expected Class, a Rolly Save file name given to Import, or Copy onto the same slot. A setup message says which. |
| Invalid Data | `InvalidData` | An object could not be saved, such as one past a limit or one whose class is being recompiled, or the file passes a limit. Nothing was written; Detail names the object. |
| Name Collision | `NameCollision` | Another slot's name makes the same file name, so saving would replace that slot's save. Use another slot name. |
| Migration Failed | `MigrationFailed` | A migration step failed, or the Migrations asset cannot be loaded. The save cannot be loaded. |
| Missing Map | `MissingMap` | The map the save was made in is not in this build. The save cannot be loaded. |
| Travel Failed | `TravelFailed` | Opening the saved map failed after it started. Return to the menu. |
| Wrong Class | `WrongClass` | The engine save holds another class than Expected Class or a child of it. Try the next older class, or treat it as no save. |
| Blocked | `Blocked` | A save block is on, such as one added for a boss fight with Add Save Block. Nothing was saved; save again once Is Save Blocked is false. |
| Run Ended | `RunEnded` | The slot's run ended, so it does not load. Show it as ended, or offer Delete. |
| Older Copy | `OlderCopy` | The save is a copy of a run older than the run's last save, so it does not load. Treat it as no save. |
| Slot Exists | `SlotExists` | The target slot already holds a save (for Copy: a run), so nothing was written. Use another slot name. |
| Signed Out | `SignedOut` | The platform user whose storage holds the saves signed out, or the user who owns the slots changed: nothing was written. Saving goes on after a load or Clear Loaded Game under the user signed in now (On User Signed Out). |
| Tampered | `Tampered` | The newest copy of the save was changed outside the game (Project Settings > Plugins > Rolly Save > Protection) and no other copy loads, as the other was changed too, is damaged or is missing; or an imported file was changed. A load loaded nothing, and a part save saved nothing. Say the save was changed and offer Delete. |
| Protection Key Missing | `ProtectionKeyMissing` | The newest copy of the save is protected with a key this build does not hold: a load loads nothing, and a save writes nothing, so that copy is kept. A setup message names the file. A backup under such a key is written over by the next save, as any backup is. Add the key to Previous Protection Keys. |

### `ERollySaveSubjectKind`

Rolly Save Subject Kind · `#include "RollySaveTypes.h"`

How a save names the object a record restores, or a saved object it refers to. The values are written into every save and never change; later versions only add values.

| Value | Name | Description |
|---|---|---|
| Other | `Other` | A kind this version of Rolly Save does not know. Never written: a saved ID of kind 0 makes its save damaged. |
| Registered Name | `RegisteredName` | An object registered under a name, such as a quest log; the text is the name as registered. |
| Placed Actor | `PlacedActor` | An actor placed in a map. |
| Spawned Actor | `SpawnedActor` | An actor spawned during play. |
| Component | `Component` | A component of a saved actor. |
| Player | `Player` | A player. |
| Owned Object | `OwnedObject` | An object that another saved object owns. |
| Global | `Global` | An object a save holds without setup, named by its role in the game, never by its object name, such as GameMode or LevelScript:/Game/Maps/Tavern. |

### `ERollySaveThumbnailAspect`

Rolly Save Thumbnail Aspect · `#include "RollySaveTypes.h"`

The shape of a save's picture, cut from the centre of the view. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| 16:9 | `Aspect16x9` | Wide, as most screens. |
| 16:10 | `Aspect16x10` | A little taller, as Steam Deck and many laptops. |
| 4:3 | `Aspect4x3` | As older screens and many tablets. |
| 1:1 | `Aspect1x1` | Square. |
| 9:16 | `Aspect9x16` | Tall, as a phone held upright. |

### `ERollySaveThumbnailFormat`

Rolly Save Thumbnail Format · `#include "RollySaveTypes.h"`

The image format of a save's picture: in Project Settings > Thumbnails > Format, and in the save file, whose byte values never change.

| Value | Name | Description |
|---|---|---|
| PNG | `Png` | Exact pictures, about 5 to 10 times larger than JPEG. |
| JPEG | `Jpeg` | Small pictures; Quality sets how small. |

### `ERollySaveThumbnailView`

Rolly Save Thumbnail View · `#include "RollySaveTypes.h"`

Which part of a split screen a save's picture shows. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Player View | `PlayerView` | The region of the player who saved; player 1's when no player asked. |
| Whole Viewport | `WholeViewport` | Every player's region, for co-op games that show both views. |

### `ERollySaveTriggerAction`

Rolly Save Trigger Action · `#include "RollySaveLevelTypes.h"`

What a Rolly Save Trigger does when it triggers. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Automatic | `Automatic` | Opens the slot screen for the player who triggered it when something can show one; otherwise saves a checkpoint. |
| Save Checkpoint | `Checkpoint` | Saves a checkpoint named Checkpoint Name; Load Rolly Checkpoint returns to it. |
| Autosave | `Autosave` | Requests an autosave, as Request Autosave does. |
| Save to Slot | `SaveToSlot` | Saves the game to Slot Name. |
| Open Slot Screen | `OpenSlotScreen` | Asks for the slot screen; saves nothing itself. |
| Events Only | `EventsOnly` | Saves nothing; your graph acts in On Triggered. |

### `ERollySaveTriggerBy`

Rolly Save Trigger By · `#include "RollySaveLevelTypes.h"`

Who can trigger a Rolly Save Trigger, by walking in or through Trigger. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Players | `Players` | Pawns a player controls. |
| Any Pawn | `AnyPawn` | Pawns a player or an AI controls. |
| Any Actor | `AnyActor` | Any actor its shape overlaps, such as a cart; set the shape's collision to overlap that actor's channel. |

### `ERollySaveTriggerMode`

Rolly Save Trigger Mode · `#include "RollySaveLevelTypes.h"`

How often a Rolly Save Trigger triggers. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Once | `Once` | Once per playthrough; saved. |
| Once per Visit | `OncePerVisit` | Once each time its map opens, by travel or a load. |
| Each Entry | `EachEntry` | Each time an actor enters, after Cooldown. |

### `ERollySaveTriggerPlayers`

Rolly Save Trigger Players · `#include "RollySaveLevelTypes.h"`

Which players trigger a Rolly Save Trigger. Later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Any Player | `AnyPlayer` | Every player's pawn, local or remote. |
| Local Players Only | `LocalPlayers` | The listen server's host and split-screen players, never remote players. |
| All Players Inside | `AllPlayers` | Triggers when the last player with a pawn walks in, such as at a co-op exit. |

### `ERollySaveWriteTo`

ERolly Save Write To · `#include "RollySaveSettingsTypes.h"`

Where autosaves or checkpoints write in storage.

| Value | Name | Description |
|---|---|---|
| Own Slot | `OwnSlot` | Their own slots: the autosave slots, or the slot checkpoint. |
| Current Slot | `CurrentSlot` | The slot the game last saved or loaded by name, for one save per playthrough; their own slots until there is one. |

## RollySaveGAS

### `ERollySaveGASTagReplication`

Rolly Save GAS Tag Replication · `#include "RollySaveGASTypes.h"`

How loose tags the Gameplay Abilities handler restores replicate.

| Value | Name | Description |
|---|---|---|
| None | `None` | Not replicated, as Add Loose Gameplay Tag does by default. |
| Count to Owner | `CountToOwner` | The tag replicates to every client and its count to the owner, as Add Loose Gameplay Tag with Should Replicate does. |

### `ERollySaveGASUnsaved`

Rolly Save GAS Unsaved · `#include "RollySaveGASTypes.h"`

What the Gameplay Abilities handler does with abilities, effects and loose tags a component has and its save does not hold.

| Value | Name | Description |
|---|---|---|
| Remove in Place | `RemoveInPlace` | Removed when the load keeps the current map or loads a part; kept on actors the load made fresh, such as at a map's load. |
| Remove | `Remove` | Always removed. |
| Keep | `Keep` | Never removed. |

## RollySaveUI

### `ERollySaveAbandonedRuns`

Rolly Save Abandoned Runs · `#include "RollySaveUITypes.h"`

What Abandon Run does with the run's save. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Ask | `Ask` | The question offers Keep as Ended and Delete. |
| Keep as Ended | `KeepAsEnded` | The save stays listed as ended. |
| Delete | `Delete` | The save is deleted. |

### `ERollySaveConfirmLoad`

Rolly Save Confirm Load · `#include "RollySaveUITypes.h"`

When loading asks first. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Never | `Never` | Never. |
| When Progress Is Unsaved | `WhenUnsaved` | When more than Unsaved After of play would be lost, saying how much. |
| Always | `Always` | Always. |

### `ERollySaveIndicatorCorner`

Rolly Save Indicator Corner · `#include "RollySaveUITypes.h"`

The corner of the saving player's part of the screen the saving indicator uses. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Top Left | `TopLeft` | The top left corner. |
| Top Right | `TopRight` | The top right corner. |
| Bottom Left | `BottomLeft` | The bottom left corner. |
| Bottom Right | `BottomRight` | The bottom right corner. |

### `ERollySaveLoadingPlayers`

Rolly Save Loading Players · `#include "RollySaveUITypes.h"`

Which local players may load and start a new game from their slot screen. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Any Player | `AnyPlayer` | Every local player. |
| First Player | `FirstPlayer` | Player 1 only; the others are told so. |

### `ERollySaveMapLoadScreen`

Rolly Save Map Load Screen · `#include "RollySaveUITypes.h"`

What the screen shows while a Rolly Save load opens its map by hard travel. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Frozen | `Frozen` | The loading overlay stays as the window's last frame while the map loads. |
| Movie Player | `MoviePlayer` | A copy of the loading overlay drawn by the movie player through the map change, its spinner turning. Packaged and standalone games; Play In Editor keeps the last frame. A game's own loading screen keeps its place. |

### `ERollySaveSaveTimeStyle`

Rolly Save Save Time Style · `#include "RollySaveUITypes.h"`

How rows write when a save was made. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Relative Day | `RelativeDay` | Today 14:32, Yesterday 21:05, the weekday within a week, then the date. |
| Date and Time | `DateAndTime` | The date and time as the language writes them. |

### `ERollySaveSlotGrouping`

Rolly Save Slot Grouping · `#include "RollySaveUITypes.h"`

How Load splits its saves into groups. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| One List | `OneList` | One list, named by the mode. |
| By Kind | `ByKind` | Saves, Autosaves and Checkpoints; groups without saves are left out. |
| By Profile | `ByProfile` | One group per named profile, the player's own first, while every profile's saves show. |

### `ERollySaveSlotSort`

Rolly Save Slot Sort · `#include "RollySaveUITypes.h"`

The order the slot screen lists saves in. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Newest first | `Newest` | The newest save first. |
| Oldest first | `Oldest` | The oldest save first. |
| Title | `Title` | By title, in the language's order, then newest first. |
| Play time | `PlayTime` | The most play time first. |

### `ERollySaveSlotStyle`

Rolly Save Slot Style · `#include "RollySaveUITypes.h"`

What Save, Load and New Game do on the slot screen. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Free Slots | `FreeSlots` | Players make as many saves as they like, each with a title. |
| Numbered Slots | `NumberedSlots` | A fixed row of slots, each empty or holding a save. |
| Playthroughs | `Playthroughs` | One save per playthrough, saved at once; New Game starts one in a slot. |
| Runs | `Runs` | Each new game is a single-slot run. |

### `ERollySaveSlotsShown`

Rolly Save Slots Shown · `#include "RollySaveUITypes.h"`

Whose saves the slot screen lists. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Auto | `Auto` | Every save with Platform User profile keys; the player's profile's saves with Named or Provider keys. |
| All Profiles | `AllProfiles` | Every save, whichever profile made it. |
| Current Profile | `CurrentProfile` | The saves of the player's profile, and saves no profile made. |

### `ERollySaveTitleEntry`

Rolly Save Title Entry · `#include "RollySaveUITypes.h"`

Whether players type their saves' titles. Saved by name; later versions only add values at the end.

| Value | Name | Description |
|---|---|---|
| Style Default | `StyleDefault` | Players type a title in Free Slots; other styles title saves from Titles. |
| Ask | `Ask` | Players type a title for every new save. |
| Automatic | `Automatic` | Saves are titled from Titles. |

## RollySaveCore

### `ERollySaveCoreGamepadFamily`

ERolly Save Core Gamepad Family · `#include "Input/RollySaveCoreInputTypes.h"`

The family of a gamepad, for button prompts.

| Value | Name | Description |
|---|---|---|
| Generic | `Generic` | A gamepad the game cannot identify: neutral prompts (face buttons by position). |
| Xbox | `Xbox` | Xbox pads and the pads Windows sees as XInput pads (Steam Input included). |
| PlayStation | `PlayStation` | DualSense and DualShock pads. |
| Nintendo | `Nintendo` | Nintendo pads (Pro Controller, Joy-Con). |

### `ERollySaveCoreInputMethod`

ERolly Save Core Input Method · `#include "Input/RollySaveCoreInputTypes.h"`

How a player gives input right now, for button prompts.

| Value | Name | Description |
|---|---|---|
| Keyboard Mouse | `KeyboardMouse` | A keyboard key, a mouse button or a mouse move came last. |
| Gamepad | `Gamepad` | A gamepad button, or a stick or trigger pushed past the threshold, came last. |
| Touch | `Touch` | A touch came last. |

## RollySaveCoreUI

### `ERollySaveCoreUIBackdropMode`

ERolly Save Core UIBackdrop Mode · `#include "Widgets/RollySaveCoreUIBackdrop.h"`

How a backdrop covers the game.

| Value | Name | Description |
|---|---|---|
| Full | `Full` | The theme's Backdrop as it is, over the whole area (Tabs, Side Rail, Couch Hub). |
| Dim | `Dim` | The Backdrop at three quarters of its opacity, so the game shows more (Centered Panel). |
| Edge | `Edge` | A gradient from the docked panel's side towards the middle; the game stays visible (Side Drawer). |

### `ERollySaveCoreUIButtonVariant`

ERolly Save Core UIButton Variant · `#include "RollySaveCoreUITypes.h"`

How a button looks.

| Value | Name | Description |
|---|---|---|
| Primary | `Primary` | The main answer: filled with Accent, its label in On Accent. Keep one per screen. |
| Secondary | `Secondary` | Outlined in Outline Strong, its label in Text. |
| Danger | `Danger` | A destructive answer (Discard, Reset): outlined and labelled in Danger. |
| Quiet | `Quiet` | No fill or outline (inline actions, touch prompts). |

### `ERollySaveCoreUIColorRole`

ERolly Save Core UIColor Role · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

The colour roles of a theme. Widgets ask for a role, never for a colour, so one theme restyles every Rolly widget. The names are persistent: they are keys of the shared theme contract (append only).

| Value | Name | Description |
|---|---|---|
| Backdrop | `Backdrop` | The full-area layer behind a screen, over the game. |
| Scrim | `Scrim` | The layer behind a dialog, over the screen below. |
| Surface | `Surface` | Panels, cards, the drawer. |
| Surface Raised | `SurfaceRaised` | Dialogs, strips, the selected rail item, toasts. |
| Surface Sunken | `SurfaceSunken` | Slider and switch tracks, wells. |
| Outline | `Outline` | Hairlines, panel edges and dividers (decoration). |
| Outline Strong | `OutlineStrong` | Boundaries of interactive controls: key cells, secondary buttons. |
| Text | `Text` | Names, values, titles, prompt labels. |
| Text Muted | `TextMuted` | Descriptions, headings, hints, unselected tabs. |
| Text Disabled | `TextDisabled` | Names and values of settings that cannot change right now. |
| Accent | `Accent` | Primary actions and selection marks (tab underline, picked key cell), progress and small icons. Keep it small. |
| On Accent | `OnAccent` | Text and icons drawn on Accent; the knob of a switch that is on. |
| Control | `Control` | Control affordances: switch tracks that are on, slider fills, active chevrons. |
| Focus | `Focus` | The focus indicator. |
| Focus Fill | `FocusFill` | The fill of the focused row or item. |
| Hover Fill | `HoverFill` | The fill under the mouse pointer. |
| Pending | `Pending` | Dots that mark changes waiting for Apply. |
| Warning | `Warning` | A restart is needed, caution. |
| Danger | `Danger` | Errors, destructive answers, refused keys. |
| Success | `Success` | Confirmations: applied, saved. |
| Key Cap | `KeyCap` | The face of key and button caps. |
| Key Cap Text | `KeyCapText` | Labels inside key and button caps. |

### `ERollySaveCoreUICommonUIMode`

ERolly Save Core UICommon UIMode · `#include "RollySaveCoreUITypes.h"`

Whether Rolly screens adapt to Common UI.

| Value | Name | Description |
|---|---|---|
| Auto | `Auto` | Adapt while the game uses Common UI's game viewport client; nothing changes in a game without it. |
| Off | `Off` | Never adapt: Rolly screens keep their own presenter and input handling (or the ones the game installs). |

### `ERollySaveCoreUIDensity`

ERolly Save Core UIDensity · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

One multiplier for text, spacing inside components and sizes: a desk or a couch.

| Value | Name | Description |
|---|---|---|
| Auto | `Auto` | The layout's own default (Standard for most, Large for the couch hub). |
| Compact | `Compact` | x0.9, for dense PC games. |
| Standard | `Standard` | x1.0. |
| Large | `Large` | x1.3, text reads from a couch. |

### `ERollySaveCoreUIDetailForm`

ERolly Save Core UIDetail Form · `#include "Templates/RollySaveCoreUITemplateTypes.h"`

How a template shows the detail of the focused setting.

| Value | Name | Description |
|---|---|---|
| Panel | `Panel` | A side panel: title, description, preview, facts. |
| Strip | `Strip` | A strip under the list: the title in bold running into the description, and a line of facts when there is room. |
| Band | `Band` | A band across the width: a title line and two lines of description. |

### `ERollySaveCoreUIDialogResult`

ERolly Save Core UIDialog Result · `#include "RollySaveCoreUITypes.h"`

How a dialog ended.

| Value | Name | Description |
|---|---|---|
| Confirmed | `Confirmed` | The player chose the confirm button (or the countdown chose it). |
| Cancelled | `Cancelled` | The player chose the cancel button or Back, the countdown chose it, or the dialog was closed from outside. |

### `ERollySaveCoreUIDrawerSide`

ERolly Save Core UIDrawer Side · `#include "RollySaveCoreUITypes.h"`

The side of the screen a side drawer docks to.

| Value | Name | Description |
|---|---|---|
| Right | `Right` | The right edge (of the centred 21:9 region on wider screens, of the player's area in split screen). |
| Left | `Left` | The left edge. |

### `ERollySaveCoreUIEase`

ERolly Save Core UIEase · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

Easing curves of the motion tokens.

| Value | Name | Description |
|---|---|---|
| Linear | `Linear` | The same speed all the way. |
| Quad In | `QuadIn` | Starts slowly (gently). |
| Quad Out | `QuadOut` | Ends slowly (gently). |
| Quad in Out | `QuadInOut` | Starts and ends slowly (gently). |
| Cubic In | `CubicIn` | Starts slowly: things leaving. |
| Cubic Out | `CubicOut` | Ends slowly: things arriving. |
| Cubic in Out | `CubicInOut` | Starts and ends slowly: things moving between places. |
| Back Out | `BackOut` | Overshoots a little before it settles (focus pop, tiles). |

### `ERollySaveCoreUIFocusStyle`

ERolly Save Core UIFocus Style · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

How focus is drawn.

| Value | Name | Description |
|---|---|---|
| Ring | `Ring` | A ring in the Focus colour, following the element's corners, with the focus fill (meets WCAG 2.4.13). |
| Bar | `Bar` | A bar at the element's leading edge, with the focus fill. |
| Brackets | `Brackets` | Four corner brackets, with the focus fill. |
| Fill | `Fill` | The Accent colour fills the element and its content turns On Accent. |

### `ERollySaveCoreUIFontSlot`

ERolly Save Core UIFont Slot · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

Which of the theme's three fonts a text role uses.

| Value | Name | Description |
|---|---|---|
| Display | `Display` | Display Font: titles. |
| Primary | `Primary` | Primary Font: everything else. |
| Mono | `Mono` | Mono Font: monospaced values. |

### `ERollySaveCoreUIGlyphFamily`

ERolly Save Core UIGlyph Family · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

The families glyph overrides apply to.

| Value | Name | Description |
|---|---|---|
| Keyboard Mouse | `KeyboardMouse` | Keyboard keys and mouse buttons. |
| Xbox | `Xbox` | Xbox pads: A, B, X, Y, LB, RB, View, Menu. |
| PlayStation | `PlayStation` | PlayStation pads: the four shapes, L1, R1, Create, Options. |
| Nintendo | `Nintendo` | Nintendo pads: A, B, X, Y by position, L, R, ZL, ZR, minus, plus. |
| Generic | `Generic` | Pads the game cannot identify. |

### `ERollySaveCoreUIHeaderStyle`

ERolly Save Core UIHeader Style · `#include "Templates/RollySaveCoreUITemplateTypes.h"`

How a template shows the screen's title.

| Value | Name | Description |
|---|---|---|
| Display | `Display` | The screen's name in the Display role (Tabs, the hub). |
| Title | `Title` | The screen's name in the Title role (the side rail's column). |
| Overline | `Overline` | A small overline in the Caption role over the switcher (centred panel, drawer). |
| Page | `Page` | A page of a category: an "All settings" link and the category's name in the Display role (the hub's pages). |
| Compact Page | `CompactPage` | A page of a category on an area too short for Page: the category's name in the Title role, and the "All settings" link only while the player uses touch (pads and the mouse have the footer's Back prompt). |

### `ERollySaveCoreUIHeightClass`

ERolly Save Core UIHeight Class · `#include "Layout/RollySaveCoreUIAreas.h"`

How tall the area a screen fills is, in layout units.

| Value | Name | Description |
|---|---|---|
| Tall | `Tall` | 800 units and more. |
| Short | `Short` | 440 to 799 units (a horizontal split, Interface Size 150 %). |
| Tiny | `Tiny` | Below 440 units. |

### `ERollySaveCoreUIIcon`

ERolly Save Core UIIcon · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

The icons drawn in code, on a 24-unit grid. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| None | `None` | Nothing. |
| Chevron Left | `ChevronLeft` | Chevrons: steppers, scrolling, expanding. |
| Chevron Right | `ChevronRight` |  |
| Chevron Up | `ChevronUp` |  |
| Chevron Down | `ChevronDown` |  |
| Check | `Check` | A check mark: done, saved. |
| Close | `Close` | A cross: close, remove. |
| Plus | `Plus` | Plus and minus signs. |
| Minus | `Minus` |  |
| Arrow Left | `ArrowLeft` | Arrows: the arrow keys, directions. |
| Arrow Right | `ArrowRight` |  |
| Arrow Up | `ArrowUp` |  |
| Arrow Down | `ArrowDown` |  |
| Dot | `Dot` | A filled circle filling the icon's square (pending dots, badges). |
| Info | `Info` | A circle with a bar: information. |
| Warning | `Warning` | A triangle with a bar: caution, errors. |
| Lock | `Lock` | A padlock: unavailable. |
| Restart | `Restart` | A circular arrow: takes effect after a restart. |
| Back Arrow | `BackArrow` | An arrow to the left: back. |
| Spinner | `Spinner` | A quarter arc: busy. |
| Face Cross | `FaceCross` | The PlayStation cross, circle, square and triangle. |
| Face Circle | `FaceCircle` |  |
| Face Square | `FaceSquare` |  |
| Face Triangle | `FaceTriangle` |  |
| DPad Up | `DPadUp` | A directional pad with one arm filled. |
| DPad Down | `DPadDown` |  |
| DPad Left | `DPadLeft` |  |
| DPad Right | `DPadRight` |  |
| Stick Up | `StickUp` | A stick ring with an arrow for the direction pushed. |
| Stick Down | `StickDown` |  |
| Stick Left | `StickLeft` |  |
| Stick Right | `StickRight` |  |
| Stick Press | `StickPress` | A stick ring pressed in. |
| Display | `Display` | Category icons of the built-in library: a screen on a stand. |
| Graphics | `Graphics` | A four-point star (graphics quality). |
| Picture | `Picture` | A sun (brightness, picture). |
| Audio | `Audio` | A speaker with sound waves. |
| Controls | `Controls` | A gamepad outline. |
| Accessibility | `Accessibility` | A figure in a circle. |
| Gameplay | `Gameplay` | A flag. |
| Camera | `Camera` | A camera. |
| Interface | `Interface` | Three sliders (interface, general options). |
| Language | `Language` | A globe with a meridian and three parallels (language). |
| Search | `Search` | A magnifying glass (search). |
| Profile | `Profile` | A head and shoulders (a player's profile). |
| Server | `Server` | Two stacked server units with a light each (settings the server knows). |
| Processor | `Processor` | A chip with three pins on each side (cost on the processor). |
| Graphics Card | `GraphicsCard` | A graphics card with its fan and a port (cost on the graphics card). |
| Video Memory | `VideoMemory` | A memory module with three chips and its contacts (cost in video memory). |
| Event | `Event` | An outlined diamond, as a Blueprint event node is marked (events, an event log). |
| Save | `Save` | A floppy disk with its shutter and label (save). |
| Trash | `Trash` | A bin with its lid and handle (delete). |
| Pencil | `Pencil` | A pencil at a slant (rename, edit). |
| Copy | `Copy` | Two sheets, one over the other (copy). |
| Cloud | `Cloud` | A cloud of three bumps (cloud storage). |
| Calendar | `Calendar` | A calendar page with its two rings (a date). |
| Hourglass | `Hourglass` | An hourglass (play time, time spent). |
| Place | `Place` | A map pin (a place). |
| Sort | `Sort` | An arrow up beside an arrow down (sort order). |
| Autosave | `Autosave` | Two arrows that chase each other round a circle (an automatic save). |
| Bolt | `Bolt` | A lightning bolt (quick). |
| Heart | `Heart` | A heart outline (a life, a run). |
| Image | `Image` | A framed picture with a mountain and a sun (a picture, a thumbnail). |
| Export | `Export` | An arrow up out of a tray (export). |
| Import | `Import` | An arrow down into a tray (import). |

### `ERollySaveCoreUIInputRestore`

ERolly Save Core UIInput Restore · `#include "RollySaveCoreUITypes.h"`

What the input of the game becomes when the last screen closes.

| Value | Name | Description |
|---|---|---|
| Previous | `Previous` | What it was before the first screen opened: the viewport's input flags and the cursor come back, and the game viewport gets focus again. |
| Game Only | `GameOnly` | Game Only: the game gets all input, the cursor is hidden. |
| Game and UI | `GameAndUI` | Game and UI: the game gets input and the cursor stays visible. |
| Custom | `Custom` | Nothing changes: set your own input mode in On Stack Closed. |

### `ERollySaveCoreUIKeyboardKeyKind`

ERolly Save Core UIKeyboard Key Kind · `#include "Widgets/RollySaveCoreUIKeyboardKey.h"`

What a key of the Rolly Keyboard does. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Character | `Character` | Types its character. |
| Space | `Space` | Types a space. |
| Delete | `Delete` | Deletes the last character. |
| Clear | `Clear` | Empties the field (search). |
| Done | `Done` | Ends typing. |
| Shift | `Shift` | Flips the case of the next letter (names). |

### `ERollySaveCoreUIKeyboardMode`

ERolly Save Core UIKeyboard Mode · `#include "Widgets/RollySaveCoreUIKeyboard.h"`

What the Rolly Keyboard types. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Search | `Search` | Search: lower-case keys, Space, Delete, Clear and Done; no symbols and no Shift (matching ignores case and punctuation). |
| Name | `Name` | A name: the first letter and each one after a space as capitals, Shift for the next letter, Shift, Space, Delete, Done. |

### `ERollySaveCoreUINameStart`

ERolly Save Core UIName Start · `#include "Screens/RollySaveCoreUINameDialog.h"`

Where a name dialog opens. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Keyboard | `Keyboard` | Typing at once: the on-screen keyboard for a pad or a finger, the field's keys (the text selected) for a physical keyboard. |
| Confirm | `Confirm` | On the confirm button, with the text offered: Accept confirms it at once. Up goes to the field, where a physical keyboard types over the text and Accept brings the on-screen keyboard to a pad; Back while typing, or Down or Tab from the field, goes back to the button with the text kept. Tab and Shift+Tab never leave the dialog. |

### `ERollySaveCoreUINarrationClass`

ERolly Save Core UINarration Class · `#include "Narration/RollySaveCoreUINarrationTypes.h"`

How a narration line takes its turn. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Interrupt | `Interrupt` | Stops the voice, drops waiting Queue and Low lines, keeps Notice lines, and speaks at once (a focus move, a screen opening, a value change). |
| Notice | `Notice` | Waits for the line being spoken, goes before Queue lines, survives interrupts, and is dropped when older than 15 seconds (a toast, a confirmation). |
| Queue | `Queue` | Waits in order (a description after its row, the screen's hints). |
| Low | `Low` | Speaks only while nothing speaks or waits and the player gave no input for 2 seconds; never waits (a countdown). |

### `ERollySaveCoreUINarrationRole`

ERolly Save Core UINarration Role · `#include "Narration/RollySaveCoreUINarrationTypes.h"`

The kind of thing a narrated item is, said after its name in Full detail ("Shadows, choice, High"). Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| None | `None` | No role word (a line of text). |
| Switch | `Switch` | A toggle row: "switch". |
| Choice | `Choice` | A row with a list of options: "choice". |
| Slider | `Slider` | A row with a range of values: "slider". |
| Button | `Button` | An action row, a dialog or panel button, a keyboard's function key: "button". |
| Key Binding | `KeyBinding` | A key row: "key binding". |
| Tab | `Tab` | A tab, a rail item or a hub tile: "tab". |
| Text Field | `TextField` | A text field: "text field". |
| Heading | `Heading` | A section heading in a list: "heading". |
| Dialog | `Dialog` | A dialog: "dialog". |

### `ERollySaveCoreUINavigationKind`

ERolly Save Core UINavigation Kind · `#include "Templates/RollySaveCoreUITemplateTypes.h"`

The category navigation a template shows. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Tabs | `Tabs` | Tabs across the top. |
| Rail | `Rail` | A side rail of every category. |
| Switcher | `Switcher` | One category at a time with the previous and next keys. |
| Tiles | `Tiles` | A grid of category tiles. |
| None | `None` | No category navigation: the screen shows its one category (Hide Single Category). |

### `ERollySaveCoreUIOptionDots`

ERolly Save Core UIOption Dots · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

When a stepper shows a dot per option under its value.

| Value | Name | Description |
|---|---|---|
| Never | `Never` | No dots. |
| Template Default | `TemplateDefault` | As the layout decides (on in the couch hub). |
| Always | `Always` | Dots under every stepper of up to 7 options. |

### `ERollySaveCoreUIPausing`

ERolly Save Core UIPausing · `#include "RollySaveCoreUITypes.h"`

When screens that ask for it pause the game.

| Value | Name | Description |
|---|---|---|
| Standalone Only | `StandaloneOnly` | In standalone games only. A networked game (a listen server, a client, Play In Editor with players over the network) never pauses for one player's screen. |
| Never | `Never` | Never. |

### `ERollySaveCoreUIRadius`

ERolly Save Core UIRadius · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

The corner radius roles of a theme.

| Value | Name | Description |
|---|---|---|
| None | `None` | Square corners. |
| Small | `Small` | Glyph caps, buttons, strips. |
| Medium | `Medium` | Rows, rail items. |
| Large | `Large` | Panels, cards, dialogs, drawers, toasts. |
| Pill | `Pill` | Half the height: switches, pills, round caps. |

### `ERollySaveCoreUIRowNotice`

ERolly Save Core UIRow Notice · `#include "Components/RollySaveCoreUIRow.h"`

A note a row shows after its name, besides the lock of an unavailable row.

| Value | Name | Description |
|---|---|---|
| None | `None` | Nothing to say. |
| Restart | `Restart` | The value takes effect after a restart: a restart icon in the Warning colour. |
| Error | `Error` | Something was refused or failed: a warning icon in the Danger colour. |
| Server | `Server` | The game's server uses another value than the player's: a server icon in the Accent colour. |

### `ERollySaveCoreUIScreenInput`

ERolly Save Core UIScreen Input · `#include "RollySaveCoreUITypes.h"`

How a screen shares input with the game.

| Value | Name | Description |
|---|---|---|
| Menu | `Menu` | The screen takes the player's input: the game gets none of it while the screen is open. |
| Overlay | `Overlay` | The game keeps its input and the screen only shows (a notice, a hint). |

### `ERollySaveCoreUIScreenLayer`

ERolly Save Core UIScreen Layer · `#include "RollySaveCoreUITypes.h"`

Where each local player's screens are drawn.

| Value | Name | Description |
|---|---|---|
| Player | `Player` | In the player's own part of the screen (split-screen aware). A HUD your game added with Add to Viewport draws above it. |
| Viewport | `Viewport` | In the whole viewport at Viewport Z Order, above a HUD added with Add to Viewport. For single-player games. |

### `ERollySaveCoreUISearchEntryForm`

ERolly Save Core UISearch Entry Form · `#include "Templates/RollySaveCoreUITemplateTypes.h"`

How a template shows the search entry of a category screen. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Field | `Field` | A search field at the end of the title line (Tabs, the couch hub). |
| Rail Item | `RailItem` | A search field as the first item of the side rail, focusable with the rail. |
| Button | `Button` | A 40-unit icon button at the end of the overline (centered panel, side drawer, Tiny widths). |

### `ERollySaveCoreUISearchMode`

ERolly Save Core UISearch Mode · `#include "RollySaveCoreUITypes.h"`

Whether a category screen offers search.

| Value | Name | Description |
|---|---|---|
| Auto | `Auto` | The search entry shows while the screen has two or more categories and 20 or more searchable rows. |
| On | `On` | The search entry always shows (where the screen has searchable rows). |
| Off | `Off` | No search. |

### `ERollySaveCoreUISoundRole`

ERolly Save Core UISound Role · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

The sound roles of a theme.

| Value | Name | Description |
|---|---|---|
| Navigate | `Navigate` | Focus moves because of the player's input. |
| Change | `Change` | A value changes. |
| Accept | `Accept` | A button, action or entry is pressed. |
| Back | `Back` | A level or screen closes with Back. |
| Error | `Error` | Something is refused. |
| Open | `Open` | A screen, drawer or dialog opens. |
| Close | `Close` | A screen or drawer closes (not by Back). |
| Notify | `Notify` | A notification appears. |

### `ERollySaveCoreUISwitcherStyle`

ERolly Save Core UISwitcher Style · `#include "Navigation/RollySaveCoreUISwitcher.h"`

How a switcher shows the current category.

| Value | Name | Description |
|---|---|---|
| Full | `Full` | The name between chevrons, the switch keys at the ends, position dots below (Centered Panel, Side Drawer). |
| Position | `Position` | The switch keys around the position ("LB  1 / 7  RB"), for a page whose title names the category (Couch Hub). |

### `ERollySaveCoreUITextCase`

ERolly Save Core UIText Case · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

How a text role writes its letters.

| Value | Name | Description |
|---|---|---|
| As Written | `AsWritten` | As the text is written. |
| Upper | `Upper` | In capitals. Only for roles of one or two words (Display, Tab, Heading, Button). |

### `ERollySaveCoreUITextRole`

ERolly Save Core UIText Role · `#include "Theme/RollySaveCoreUIThemeEnums.h"`

The text roles of a theme: every text in a Rolly widget uses one. Persistent names (append only).

| Value | Name | Description |
|---|---|---|
| Display | `Display` | Screen titles. |
| Title | `Title` | Page, dialog and detail titles. |
| Heading | `Heading` | Section headings in lists. |
| Tab | `Tab` | Tabs and rail items. |
| Label | `Label` | Row names. |
| Value | `Value` | Row values. |
| Button | `Button` | Buttons. |
| Body | `Body` | Descriptions and dialog messages. |
| Caption | `Caption` | Prompt labels, facts, hints, column titles, toasts. |
| Key Cap | `KeyCap` | Text inside key and button caps. |

### `ERollySaveCoreUIThemeSource`

ERolly Save Core UITheme Source · `#include "RollySaveCoreUITypes.h"`

Where a product's Rolly UI theme comes from.

| Value | Name | Description |
|---|---|---|
| Shared | `Shared` | The theme every installed Rolly product shares: the console variable rolly.ui.theme while it is set, else the project's shared theme (a theme's "Use as the Rolly UI theme for all Rolly products"), else the built-in Ember. |
| Preset | `Preset` | A built-in preset (Theme Preset), for this product only. |
| Asset | `Asset` | A theme asset (Theme), for this product only. |

### `ERollySaveCoreUIToastKind`

ERolly Save Core UIToast Kind · `#include "RollySaveCoreUITypes.h"`

What a toast is about: its icon and the icon's colour.

| Value | Name | Description |
|---|---|---|
| Info | `Info` | Information: an info icon in Accent. |
| Success | `Success` | Something worked (settings applied, saved): a check in Success. |
| Warning | `Warning` | Something needs attention (a controller disconnected): a warning icon in Warning. |

### `ERollySaveCoreUIWidthClass`

ERolly Save Core UIWidth Class · `#include "Layout/RollySaveCoreUIAreas.h"`

How wide the area a screen fills is, in layout units.

| Value | Name | Description |
|---|---|---|
| Wide | `Wide` | 1600 units and more: side panels sit beside the list. |
| Regular | `Regular` | 1100 to 1599 units. |
| Narrow | `Narrow` | 700 to 1099 units (a vertical split, Interface Size 200 %). |
| Tiny | `Tiny` | Below 700 units. |
