# Setup messages

> Every message the setup checks of Rolly Save can show, in Data Validation, the Message Log and on screen, with its fix. An ellipsis stands for what the check...

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

## RollySaveCoreUIAssets

### MissingClass

**Error.** The class … in Project Settings > … cannot be loaded, so the built-in one is used.

Fix: Pick the class again (the Blueprint may have been renamed or deleted), or clear the field.

## RollySaveCoreUICategoryScreen

### ChipKeyTaken

**Warning.** The chip … uses …, which … uses on this screen, so the chip does not answer it.

Fix: Give the chip keys the screen leaves free (Set Keys): Back, Close, Accept, the keys that move focus, the category keys, the pad's search keys and narration's left stick button are always used, and so are the keys of the Apply, Revert and Reset the screen offers and of its product prompts.

### PromptCoreId

The product prompt … has the Id of a core prompt, so it is not shown.

Fix: Give it an Id no core prompt uses; these are taken: ….

### PromptKeyTaken

**Warning.** The product prompt … uses …, which … uses on this screen, so it is not shown.

Fix: Give it keys the screen leaves free: Back, Close, Accept, the keys that move focus, the category keys, the pad's search keys and narration's left stick button are always used, and so are the keys of the Apply, Revert and Reset the screen offers and of the product prompts listed before it.

### PromptTooMany

**Warning.** The product prompt … is past the … prompts a footer takes, so it is not shown.

Fix: Keep the prompts players use most in the footer, and offer the rest through one of them (a More prompt that opens a list of actions).

### PromptTwice

The product prompt … is listed twice; only the first is shown.

Fix: Give each entry of Collect Product Prompts an Id of its own.

### PromptWithoutId

A product prompt has no Id, so it is not shown.

Fix: Give every entry of Collect Product Prompts an Id.

## RollySaveCoreUICommonUI

### BadHostClass

**Error.** The Common UI Host Class … cannot be loaded or is no Common Activatable Widget, so Common UI's own activatable widget hosts the screens.

Fix: Pick a Widget Blueprint whose parent is Common Activatable Widget, or clear Project Settings > Plugins > Rolly Save Core UI > Common UI Host Class.

### MissingNames

**Error.** Common UI in this engine lacks …, so Rolly screens are hosted without Common UI's activatable widgets.

Fix: Update Rolly to the version made for this engine, or set Project Settings > Plugins > Rolly Save Core UI > Common UI to Off.

## RollySaveCoreUICookRules

### MissingAsset

**Warning.** … is named in Project Settings > Plugins > Rolly Save Core UI but does not exist, so it is not cooked; the game uses the built-in default instead.

Fix: Assign an existing asset in Project Settings > Plugins > Rolly Save Core UI, or clear the field.

## RollySaveCoreUINarrationOutputs

### SpeechMissing

**Warning.** The engine's Text To Speech plugin lacks …, so menu narration does not use it.

Fix: Update Rolly to the version made for this engine, or pick another narration voice.

## RollySaveCoreUINarrationSubsystem

### MissingProvider

**Error.** The narration provider … in Project Settings > Plugins > Rolly Save Core UI > Narration Provider Class cannot be loaded, so narration has no Game Voice.

Fix: Pick the provider again (the Blueprint may have been renamed or deleted), or clear the field.

## RollySaveCoreUIStackSubsystem

### AbstractScreen

**Error.** … cannot be opened as a screen: the class is abstract or out of date.

Fix: Open a Blueprint subclass of it (or another class that is not abstract) instead.

## RollySaveCoreUITheme

### BackdropPlate

**Note.** … on the Backdrop falls to …:1 over a bright game frame, so layouts put a surface plate behind their header and navigation.

Fix: Nothing to fix. For text straight on the backdrop, make the Backdrop more opaque.

### FocusThin

**Error.** Focus Width is …; focus must be at least 2 units thick to be seen from a couch (WCAG 2.4.13).

Fix: Set Focus Width to 2 or more.

### LongCaps

**Warning.** The … text role is in capitals; lines of text in capitals are hard to read.

Fix: Set its Case to As Written. Capitals suit roles of one or two words (Display, Tab, Heading, Button).

### MissingTypeface

**Warning.** The … text role asks for the typeface …, which its font does not have; the font's first typeface draws it instead.

Fix: Pick one of the font's typefaces: ….

### PairTooLow

**Error.** …: … on … is …:1; it needs …:1.

Fixes:

- Lighten … (try …) or darken …, until the pair reaches …:1.
- Darken … (try …) or lighten …, until the pair reaches …:1.

### SoundClass

**Warning.** The … sound has no Sound Class, so the game's volume settings do not change it.

Fix: Give the sound the Sound Class your Effects or UI volume controls.

### TextSmall

**Error.** The … text role measures about … px at … density; text needs … px.

Fix: Raise its Size to … or more, or write it as written instead of in capitals.

### TextSmallOther

**Warning.** … This matters only while a layout that uses … density shows the theme (Density is Auto).

Fix: … Or set Density to the one your layout uses.

### TintLow

**Note.** The … tint is …:1 on Key Cap, below 3:1, so that glyph draws in Key Cap Text instead.

Fix: Nothing breaks. To see the tint, make Key Cap darker or lighter until the tint reaches 3:1, or change the tint.

## RollySaveCoreUIThemeResolver

### CannotLoad

Rolly Save Core UI: … names …, which cannot be loaded (it may have been renamed or deleted).

Fix: Pick the theme again (Use as the Rolly UI Theme for All Rolly Products on its asset), or clear the setting.

### NoAsset

**Warning.** Rolly Save Core UI: Theme Source is Asset, but Project Settings > Plugins > Rolly Save Core UI > Theme names no theme, so the built-in Ember theme is used.

Fix: Pick a theme asset in Theme, or set Theme Source to Shared or Preset.

### NoTheme

Rolly Save Core UI: … names no theme.

Fix: Name a theme asset or a preset.

### NotATheme

Rolly Save Core UI: … names …, which is not a Rolly UI theme.

Fix: Name a Rolly UI theme asset (any Rolly product's), or a preset: ….

### OwnerGone

Rolly Save Core UI: … names …, a theme of a Rolly product that is not installed any more (its class … is missing).

Fix: While both products are installed, right-click the theme and choose Duplicate as This Product's Theme, then use the copy; or pick another theme with Use as the Rolly UI Theme for All Rolly Products.

### UnknownPreset

Rolly Save Core UI: … names the preset …, which does not exist.

Fix: Use …, or a theme asset's path.

## RollySaveCoreUIThemeSubsystem

### UnknownLayout

**Warning.** Rolly Save Core UI: Set Layout was given …, which is not a layout template, so the layout stays as it is.

Fix: Use Tabs, Rail, Panel, Hub or Drawer, an id you added in Project Settings > Plugins > Rolly Save Core UI > Template Classes, or None for the project's layout.

### UnknownPreset

**Warning.** Rolly Save Core UI: Set Preset was given …, which is not a preset, so the theme stays as it is.

Fix: Use Ember, Paper, Tactical, Neon, Glass or HighContrast.

## RollySaveAI

### AINotReady

**Warning.** Rolly Save: The … handler of … waits, since …; its values are set when your game calls Apply Saved Values for ….

Fixes:

- Set Auto Possess AI on …'s class to Placed in World or Spawned, or possess it in your game.
- Run the Behavior Tree in On Possess or Begin Play of …, or call Apply Saved Values for … once it runs.

### ControllerNotSpawned

**Warning.** Rolly Save: … came back from the save without a controller, and Spawn Missing Controller gave it none, since its AI Controller Class is None, so its saved AI values wait.

Fix: Set AI Controller Class on …'s class, or possess it in your game and call Apply Saved Values for it.

### KeyLeftOut

**Warning.** Rolly Save: The Blackboard key … of … holds a …, which reads its own bytes, and a save cannot hold it, so … is not saved.

Fix: Use a struct of plain variables for …, or list it in Not Saved Keys of the … handler in ….

### ParameterLeftOut

**Warning.** Rolly Save: The parameter … of the StateTree … is a …, which reads its own bytes, and a save cannot hold it, so it is not saved.

Fix: Use a struct of plain variables for …, or untick Save Parameters in the StateTree handler of ….

## RollySaveActors

### CustomIdIgnored

**Warning.** Rolly Save: the Custom Save ID "…" of … is not used, since ….

Fix: Clear Custom Save ID in its Rolly Save component.

### DestroyedNotReplicated

**Warning.** Rolly Save: the load removed …, which the save holds as destroyed, but it does not replicate, so clients still see it.

Fix: Tick Replicates in the Class Defaults of …, or clear Keep Destroyed in a Rolly Save component on it.

### DuplicateCustomId

**Error.** Rolly Save: … and … in … both have the Custom Save ID "…", so both save under their names.

Fix: Give each its own Custom Save ID in its Rolly Save component. IDs that differ only in capital letters count as one.

### RespawnRefused

**Warning.** Rolly Save: a spawned … saved in … was not respawned, since the class …; its saved values are kept.

Fix: If you renamed or moved the class, add a Replace Class step to your Migrations asset. If it should no longer come back, add a Remove Records of Class step.

### StaticRoot

**Warning.** Rolly Save: … overrides Save Transform in its Rolly Save component, but its root … is …, so its transform is not saved.

Fix: Set the Mobility of … to Movable, or clear the Save Transform tick in the Rolly Save component.

## RollySaveAttachedHandlers

### DuplicateClass

**Warning.** Rolly Save: … attaches … … times, but an actor gets one, with the settings of the last entry.

Fix: Keep one entry.

### GroupIgnored

**Warning.** Rolly Save: … attaches …, whose Group "…" is not used: attached handlers save with their actor.

Fix: Clear Group in …; to save it with a group, set Group under What Saves in ….

### IdTooLong

**Error.** Rolly Save: … attached to … was not saved: its save ID would be … characters, above 1,024.

Fix: Shorten the folder path of …, or the actor's name or Custom Save ID.

## RollySaveCheckpoints

### BadName

**Error.** Rolly Save: Save Rolly Checkpoint was given a name of … characters, above 128.

Fix: Use a short name, such as Bridge.

## RollySaveChecks

### ClassesNotLoaded

Rolly Save: … classes of unloaded actors in … are not loaded, so their class checks did not run: ….

Fix: Press Load and Check to load them and check again.

### ClassicMapsSkipped

Rolly Save: … maps without World Partition were not checked, since their actors exist only while the map is loaded, such as ….

Fix: Run the RollySaveCheckProject commandlet, which loads each, or open them and use Check Open Map.

### CookGuidsOff

Rolly Save: … has variables with SaveGame ticked, but its Should Cook Property Guids? is …, so renaming one of them later loses its saved value in packaged games.

Fix: Set Should Cook Property Guids? to Yes in its Class Settings, under Class Options (advanced).

### CppStructPartlySaved

Rolly Save: … saves …, a C++ struct whose members … have no SaveGame, so they are not saved.

Fix: Save the members you need by path in Pick Properties, mark them SaveGame in C++, or save them in a Save Handler.

### CustomIdInLevelInstance

Rolly Save: … in … has the Custom Save ID "…", and … embeds … … times as a level instance, whose actors join the map, so every copy has that ID and each saves under its name instead.

Fix: Clear Custom Save ID on … in …, or set Level Behavior to Standalone on those level instances, where each copy keeps the ID as its own.

### DuplicateCustomId

Rolly Save: … and … in … share the Custom Save ID "…", so both save under their names instead.

Fix: Give each its own Custom Save ID in its Rolly Save component; IDs that differ only in capital letters count as one.

### OldDescriptors

Rolly Save: … unloaded actors in …, such as …, have a Rolly Save component but were last saved before Rolly Save stored their data in World Partition, so checks of unloaded actors skip them.

Fix: Load and save them once, or resave the map's actors with the World Partition Resave Actors builder (the guide Check your save setup shows the command).

### QuickKeyDebugCommands

Rolly Save: outside Shipping the quick keys also run the engine's debug commands: ….

Fix: Remove Them takes them out of Config/DefaultInput.ini, as does Tools > Rolly Save > Set Up Project; or pick other quick keys.

### ResetAreaStreamed

Rolly Save: … in … is a Reset Area whose shapes reach … saving actors of other levels, such as …, but it exists only while … is loaded, so it cannot reset them while … is unloaded.

Fixes:

- Place the Reset Area in the map instead of inside …, or fit its shapes to …'s own actors.
- Move … to the persistent level, or fit its shapes to the actors of ….

### RuleTie

Rolly Save: … and … both have Priority … and … for …, such as …, so … decides only because its asset path sorts later.

Fix: Give the rule that should decide a higher Priority.

### StaticRoot

Rolly Save: … turns Save Transform on for …, but its root … is …, so the transform of … and other … actors is not saved.

Fix: Set the Mobility of … to Movable, or clear the Save Transform override in ….

### StructMembersNotSaved

Rolly Save: … saves …, whose members … have no SaveGame tick, so they are not saved.

Fix: Tick SaveGame on them in …, or use Flag Every Member.

### TemporaryMap

Rolly Save: … has never been saved, so saves made in this session name a temporary map that no load can open.

Fix: Save the map, then play again.

### Truncated

Rolly Save: … more problems are not listed; the first 1,000 are above.

Fix: Fix these and check again, or set checks you do not need to Off in Project Settings > Plugins > Rolly Save > Check Severities.

## RollySaveComponent

### BadCustomId

**Error.** Rolly Save: the Custom Save ID "…" of … …, so the actor saves under its name.

Fix: Use 1 to 128 letters, digits, _, - and ., such as FrontDoor, or clear Custom Save ID in its Rolly Save component.

### BadEntry

**Error.** Rolly Save: … in the Rolly Save component of … lists …, which …, so ….

Fix: Pick it again, or remove the entry.

### DoesNotSave

**Warning.** Rolly Save: the Rolly Save component of … has no effect: Saving is Never, from ….

Fix: Set Saving in this component to Always or With Saved State, or remove the component.

## RollySaveCookRules

### MissingAsset

**Warning.** Rolly Save: … is named in Project Settings > Plugins > … > … but does not exist, so it is not cooked.

Fix: Pick an existing one there, or remove it.

## RollySaveDataLayers

### BadNotSavedEntry

**Warning.** Rolly Save: Data Layers Not Saved lists …, which …, so it is ignored.

Fix: Pick the layer again, or remove the entry.

### StateRefused

**Warning.** Rolly Save: the load could not set the Data Layer … of … to …, so it is ….

Fix: Set Data Layer Type to Runtime and Load Filter to None or Server Only in …, or list it in Data Layers Not Saved in Project Settings > Plugins > Rolly Save > Levels.

### TooMany

**Warning.** Rolly Save: … has … runtime Data Layers to save, above 1,024, so … of them are not saved.

Fix: List layers your game sets itself in Data Layers Not Saved, or set Data Layer States to Changed Layers.

## RollySaveDestruction

### AbandonAfterLevel

**Warning.** Rolly Save: … of … has Enable Replication and Enable Abandon After Level on, so the server turns off each piece of a level past … once it breaks: saves keep no break past that level, and clients show none of a load's restore.

Fix: Untick Enable Abandon After Level under Network on ….

### CollectionChanged

**Warning.** Rolly Save: … of … was saved broken from … with … pieces, and …, so it stands whole; the saved pieces are kept until it breaks again.

Fix: None needed when you changed the collection on purpose.

### PieceNotFinite

**Warning.** Rolly Save: … of … holds a broken piece whose place is not finite, as a piece the physics flung away holds, so that piece is saved as part of its cluster.

Fix: None needed: the piece comes back in its cluster after a load.

### PiecesLeftOut

**Warning.** Rolly Save: … of … broke, but a save has no room for its pieces beside the other collections' under the file's bound of … pieces, so saves leave them out and it stands whole after a load.

Fix: Fracture your collections into fewer pieces, or set Destruction to Off for those whose broken state does not matter.

### PiecesNotSaved

**Warning.** Rolly Save: … of … broke, but …, so its pieces are not saved and it stands whole after a load.

Fixes:

- Fracture it into fewer pieces, or into several collections of at most … pieces each.
- Call Reset State on … after you change its rest collection during play.
- Keep the component's physics state while it is broken: Destroy Physics State, or turning its collision off, takes its pieces with it.

### RestoreFailed

**Warning.** Rolly Save: … of … could not be restored as saved: …, so ….

Fixes:

- Tick Simulate Physics on …, or set Destruction to Off in … for collections that never break.
- Call Reset State on … after you change its rest collection during play.
- Give it collision and Simulate Physics, and play in a world with physics.

## RollySaveEngineState

### BadCollectionEntry

**Error.** Rolly Save: Saved Parameter Collections lists …, which …, so it is ignored.

Fix: Pick the collection again, or remove the entry.

### BadEntry

**Error.** Rolly Save: … in the … handler of … lists …, which …, so the entry is ignored.

Fixes:

- Remove the entry.
- Pick the class again, or remove the entry.
- Pick one of the … component classes, or remove the entry.
- Remove one.
- Remove the entry: the controller sets SelfActor from the pawn.
- Keep it in one of the two lists.
- Pick a … class, or remove the entry.
- Pick the tag again, or remove the entry.
- Pick the attribute again, or remove the entry.

### GlobalNotAllowed

**Error.** Rolly Save: Global Handlers lists the … handler, which saves the actor it is attached to, and a Global Handler has no actor, so it is skipped.

Fix: Remove it from Global Handlers in Project Settings > Plugins > Rolly Save > Save Handlers, and attach it in a Save Rule or Rolly Save component.

### NoAudioDevice

Rolly Save: … has no audio device, as a dedicated server has none, so the Audio handler keeps the sound states it loaded and sets none.

Fix: None needed: each player's machine plays its own sounds.

### NoTargets

**Warning.** Rolly Save: … attaches the … handler, but …, so it saves nothing.

Fixes:

- Match actors that have them, or remove the handler.
- Change Components in the … handler of ….
- Match the pawns those controllers possess: AI state saves under the pawn.

### NotSeekable

**Note.** Rolly Save: … on … of … cannot start at its saved position, … s, since …, so it starts from its beginning.

Fix: None needed for loops and ambience. For music that must resume, play a sound wave that seeks, and check it in a packaged build.

### TimingNotOffered

**Warning.** Rolly Save: The … handler in … has Apply Timing Before Begin Play, which it does not offer, since it needs registered components and a streamed level has none before Begin Play, so it applies After Begin Play.

Fix: Pick After Begin Play or When Asked.

### TooMany

**Warning.** Rolly Save: … has … …, above the … the … handler saves, so the … past it are not saved.

Fixes:

- Narrow Components in the … handler of ….
- Narrow Components to the meshes your game changes.
- List the parameters your game changes in Parameter Names.
- None needed: the first 32 save.

### TooManyCollections

**Error.** Rolly Save: Saved Parameter Collections lists … collections, above 64, so the … collections after the 64th are not saved.

Fix: Keep 64 or fewer.

## RollySaveFlags

### CompileFailed

**Warning.** Rolly Save: SaveGame on … changed in …, but … does not compile, so Play In Editor and packaged games keep the old setting.

Fix: Open … and fix its compile errors.

## RollySaveGAS

### VariableLeftOut

**Warning.** Rolly Save: The variable … of the ability … is a …, which a save cannot hold, so it is not saved.

Fixes:

- Use a struct of plain variables for …, untick SaveGame on it, or untick Save Ability Variables in the Gameplay Abilities handler of ….
- Give … a type a save holds, such as an object or class reference in place of a weak, lazy or interface reference, or a TArray in place of a C array, untick SaveGame on it, or untick Save Ability Variables in the Gameplay Abilities handler of …. Delegates and optionals never save.

## RollySaveGate

### BadBlock

**Error.** Rolly Save: Add Save Block was given no …, so nothing was blocked.

Fix: Give an object and a Reason, such as BossFight.

### BlockOnDestroyed

**Error.** Rolly Save: Add Save Block was given …, which is being destroyed, so nothing was blocked.

Fix: Add the block while the object plays, such as in its Begin Play, and remove it before it is destroyed.

## RollySaveHandler

### NoSavedVariable

**Warning.** Rolly Save: the Save Handler … has no variable with SaveGame ticked, so it saves nothing.

Fix: Select each variable that Gather sets and tick SaveGame in its Details (in the Variable section's advanced options).

### UnsavedGatherVariable

**Warning.** Rolly Save: Gather in … sets …, which does not have SaveGame ticked, so its value is not saved.

Fix: Tick SaveGame on … in its Details (in the Variable section's advanced options), or stop setting it in Gather if it should not save.

### WhenAskedGlobal

**Warning.** Rolly Save: … has Apply Timing When Asked, which waits for its actor, so as a Global Handler it applies After Begin Play.

Fix: Attach it in a Save Rule or Rolly Save component, or pick another Apply Timing.

## RollySaveHold

### HoldTimedOut

**Warning.** Rolly Save: … was released after Max Hold Time (… s), though ….

Fixes:

- Give the player a pawn within Max Hold Time, or end the hold with Release Rolly Player.
- Raise Max Hold Time in Project Settings > Plugins > Rolly Save > Holding Players for slow connections.
- Add the ground's object type to Ground Object Types or raise Ground Trace Distance in Project Settings > Plugins > Rolly Save > Holding Players, or untick Hold Until Ground.
- Raise Max Hold Time, or lower Hold Radius, in Project Settings > Plugins > Rolly Save > Holding Players.

### NoGroundTypes

**Warning.** Rolly Save: Ground Object Types is empty, so no ground is ever found and every hold that waits for ground lasts Max Hold Time.

Fix: Add your floors' object types, such as WorldStatic and WorldDynamic, to Ground Object Types in Project Settings > Plugins > Rolly Save > Holding Players, or untick Hold Until Ground.

## RollySaveHooks

### WrongHook

**Warning.** Rolly Save: … has a function … that Rolly Save does not call, since it takes parameters, returns a value, is static or is a network function.

Fix: Declare … as a UFUNCTION without parameters or a return value that is neither static nor a remote call, such as UFUNCTION(BlueprintNativeEvent) void …();

## RollySaveImport

### NoExpectedClass

**Error.** Rolly Save: Import Engine Save Game was given no Expected Class, so nothing was imported.

Fix: Set Expected Class to the Save Game class the slot was saved with, the one given to Create Save Game Object.

### RollySaveName

**Error.** Rolly Save: Import Engine Save Game was given "…", the name of a Rolly Save file, so nothing was imported.

Fix: Load Rolly Save's own slots with Load Game from Rolly Slot.

## RollySaveInspector

### FileTooLarge

… is …, above … (… MiB), so it was not read.

Fix: Raise … in Project Settings > Plugins > Rolly Save > Sharing Saves.

### ImportRefused

… was not imported: … …

Fix: Open it in the Save Inspector; Checks shows which record fails.

### NameTaken

A slot named … exists.

Fix: Pick another name.

### NewerVersion

… was made by a newer version of …, so only its header and chunks show.

Fix: Open it in that version.

### NotASlot

Save as New Slot copies a slot, and … is not one.

Fix: Write the changes to it instead.

### NotFound

…: no save has this name.

Fix: Check the name; Open by Name reads the files when the slot list lags.

### NotPlaying

Nothing is playing.

Fix: Start Play In Editor to see what the running game holds.

### NotRollySave

… is neither a Rolly Save file nor Rolly Save JSON.

Fix: Open a file an export wrote, or a copy from the save folder.

### OpenFailed

Could not open …: ….

Fix: Diagnose each copy under Checks.

### Refusal.CarriedData

… is kept byte for byte for the newer version that wrote it, so it cannot be changed.

Fix: Change it in that version.

### Refusal.Changed

… was saved after you opened it (sequence …, now …), so nothing was written.

Fix: Save as New Slot keeps your changes; Open Again shows the newer save and drops them.

### Refusal.ChangedByGame

The section … holds what the game changed in its component, so only the game changes it.

Fix: Change instances in your game and save again; Remove Record drops all of this component's changes.

### Refusal.CheckFailed

With your changes, … fails Rolly Save's check: …. Nothing was written.

Fix: Revert the change to …, or remove the record.

### Refusal.DuplicateElement

The set holds … already, so … cannot take it: a set holds each value once.

Fix: Remove the element instead.

### Refusal.GameChunk

… is your game's own data, which Rolly Save keeps byte for byte without reading it, so it cannot be changed here.

Fix: Change it in your game and save again.

### Refusal.InsideBag

Values inside a property bag, such as StateTree parameters, are read-only here.

Fix: Export the save as JSON, change the value there and import it, or change it in your game and save again.

### Refusal.LaterFields

The … fields of … hold bits a later Rolly Save added, so they cannot be changed.

Fix: Change them in that version.

### Refusal.LimitExceeded

With your changes … would be …, above the limit of …, so nothing was written.

Fix: Revert the change that grew it, or remove values.

### Refusal.NoRecords

… holds no records the inspector reads, so it cannot be changed here.

Fix: Change it in your game and save again; a chunk whose records did not read shows why under Checks.

### Refusal.NotLoadable

… has no copy this build can write over: ….

Fix: …

### Refusal.NotParsed

"…" is not a ….

Fix: Type it like ….

### Refusal.NotReadable

… holds a value of type …, which the inspector keeps as saved bytes, so it cannot be changed here.

Fix: Change it in your game and save again, or remove the value.

### Refusal.OtherVersions

This save was written with …, and values are written only at this build's versions, so its values and title cannot be changed.

Fix: Load it in Play In Editor and save it to a slot, then edit that save. Game Data Version and Remove work here.

### Refusal.OutOfRange

… is outside ….

Fix: Enter a value inside it.

### Refusal.ReadOnlySource

… is read-only: it is ….

Fix: …

### Refusal.ReferenceNotKept

… …, so a changed value would lose it.

Fix: Change the record it points at, remove the value, or use Replace with Plain Text.

### Refusal.Superseded

A change you staged after the comparison removed … of …, or replaced the record, so the right save's value has nowhere to go.

Fix: Revert that change, or use the right record whole.

### Refusal.UnknownTag

… is no gameplay tag of this project, so a load would drop it.

Fix: Add the tag in Project Settings > Gameplay Tags, or type one the project has.

### Refusal.Writing

… is being written, and the write would not hold the change.

Fix: Change it once the write ends and the save opens again.

### SeparateServer

The server runs in its own process, outside the editor.

Fix: Turn on Run Under One Process in Editor Preferences > Level Editor > Play.

### WriteFailed

Could not write …: … Your changes stay staged.

Fix: Free space or check the save folder, then press Write again.

## RollySaveInstances

### BadMesh

**Error.** Rolly Save: … under Instances in … lists …, which …, so the entry is ignored.

Fix: Pick the mesh again, or remove the entry.

### BadRegrowTime

**Error.** Rolly Save: Regrow After per Mesh in … gives … … seconds, outside 0 to 315,360,000, so … seconds are used.

Fix: Use 0 to 315,360,000 seconds; 0 keeps the mesh removed.

### CustomFloatsChanged

**Warning.** Rolly Save: the saved instances of … in … hold … custom data values each, and it now has …, so the first … of each were set.

Fix: Set Num Custom Data Floats on … back to …, or untick Save Custom Data under Instances in … if the values no longer matter.

### IndexMapRebuilt

**Warning.** Rolly Save: … of … has … instances where the engine's instance events left …, since something changed them without Add Instance, Remove Instance or Clear Instances, so Rolly Save matched them to the level's design by place again; an instance moved by such a change saves as removed and added.

Fix: Change instances with Add Instance, Add Instances, Remove Instance, Remove Instances, Update Instance Transform and Clear Instances.

### InstancesLeftOut

**Warning.** Rolly Save: … of … has more instance changes than a save has room for beside the other components, under the file's bound of …, so saves leave them out and a load does not bring them back.

Fix: Turn Instances on before levels load, so components save only their changes, and list the harvestable meshes in Meshes.

### MeshChanged

**Warning.** Rolly Save: the saved instance changes of … in … were made for …, and it now shows …, so they were not set, and the next save ….

Fix: None needed when you changed the mesh on purpose; set it back to … to bring the changes back.

### NoGameClock

**Warning.** Rolly Save: Regrow After in … counts on the game clock, but Game Clock Class in Project Settings > Plugins > Rolly Save > Reset Areas is empty, so removed instances never regrow.

Fix: Pick your clock there, or set Reset Clock to Play Time.

### NotFinite

**Warning.** Rolly Save: … instances of … in … hold a place or custom data value that is not a number a save holds, such as one divided by zero, so their changes are not saved.

Fix: Find where your game sets their transforms or custom data, and keep the values finite.

### NotTracked

**Warning.** Rolly Save: … saves the instances of …, but …, so none of them are saved.

Fixes:

- Remove the Instances setting from …, or give … the component.
- Set Components to Every Instanced Mesh in ….
- Add … to Meshes in …, or empty Meshes.
- Paint plants players change with the Foliage tool.
- Save the source actors' instances; HLODs show the level's design.
- Add its instances with Add Instances instead, or keep that state in your own variables.
- Keep that state in your Mass entities.
- Save the geometry collection's own state instead; its embedded geometry follows it.
- Save the components the pool renders for, such as their geometry collections.
- Use that plugin's own persistence.

### TooManyChanges

**Warning.** Rolly Save: … of … has … instance changes to save, more than the … one component's save holds, so none of them are saved.

Fix: Spread the instances over several components, or, for a Whole List component, set Mode under Instances to Changes so only what players change is saved.

### TooManyCustomFloats

**Warning.** Rolly Save: … of … has … custom data values per instance, more than the … a save holds, so only the first … of each are saved.

Fix: Set Num Custom Data Floats on … to … or fewer.

### TooManyInstances

**Warning.** Rolly Save: … of … has … instances, above Max Instances per Component (…), so changes to its instances are not saved and a save's changes to them are not set.

Fix: Raise Max Instances per Component in Project Settings > Plugins > Rolly Save > Actor Defaults, or spread the instances over several components.

## RollySaveJson

### CheckFailed

… was not imported: …

Fix: Open it in the Save Inspector; Checks shows which record fails.

### ForeignFile

… is not a Rolly Save JSON file, so the export did not replace it.

Fix: Use another file name.

### ImportOff

Import Rolly Slot from JSON File is off in Shipping and Test builds, so … was not imported.

Fix: Turn on JSON Import in Shipping in Project Settings > Plugins > Rolly Save > Sharing Saves for test builds.

### KindNotSlot

… holds a …, and only slots import.

Fix: Open it in the Save Inspector to read it.

### NewerFormat

… is RollySaveJson version …; this build reads version 1.

Fix: Import it with the Rolly Save that wrote it.

### NewerGameData

… holds Game Data Version …, above this project's ….

Fix: Import it in the newer build, or lower gameDataVersion to test a migration.

### NotImported

… was not imported: at line …, column …, ….

Fix: Correct the file there, or export the save again.

### SlotExists

A slot named … exists, so … was not imported.

Fix: Pick another slot name.

### TextTooLarge

The JSON text of … would pass Max JSON Import Size (… MiB), so none was made.

Fix: Export to a file, or raise Max JSON Import Size.

### TooLarge

… is …, above Max JSON Import Size (… MiB), so it was not read.

Fix: Raise Max JSON Import Size in Project Settings > Plugins > Rolly Save > Sharing Saves.

### ValuesNeedVersions

… holds readable values written with …; values are written only at this build's versions.

Fix: Export it again with Bytes Only (Readable Values off).

## RollySaveLevelInstances

### DynamicLevelNotLoaded

**Warning.** Rolly Save: The level … your game loaded in … with Load Level Instance was not loaded again, since …, so the saved state of its actors waits.

Fixes:

- Restore the level, or add a redirector for it.
- See the LogLevelStreaming line in the Output Log for why.
- Restore the class, or add a Core Redirect for it.

### TooManyDynamicLevels

**Warning.** Rolly Save: … has … levels your game loaded with Load Level Instance under a name, above 1,024, so … of them are not saved.

Fix: Unload levels the player cannot return to, or turn off Save Run-Time Levels and load them yourself.

### WorldAssetNotSet

**Warning.** Rolly Save: … was saved showing the level …, but this build cannot change which level a level instance shows, so it shows … and the saved state of its actors is not set.

Fix: None needed if you changed the level on purpose. To swap levels in a packaged game, use a level instance class whose C++ code sets its level, or load the level with Load Level Instance under a name.

## RollySaveLevelTools

### AutosaveExcludedMap

Rolly Save: … autosaves, but … is in Maps Without Autosave, so it never saves.

Fix: Remove … from Maps Without Autosave in Project Settings > Plugins > Rolly Save, or set Action to Save Checkpoint.

### BadFilterEntry

Rolly Save: … in the Filter of … lists …, which …, so the entry is ignored.

Fix: Pick it again, or remove the entry.

### BadSlotName

Rolly Save: … saves to the slot name "…", which …, so its saves are refused.

Fix: Use a name of 1 to 1,024 characters that Rolly Save does not write itself, such as Slot 1.

### CheckpointNameTooLong

Rolly Save: the Checkpoint Name of … has … characters, above 128, so its checkpoints are refused.

Fix: Use a short name, such as Bridge.

### LocalPlayersOnServer

Rolly Save: … triggers for Local Players Only, but a dedicated server has no local players, so it never triggers.

Fix: Set Players to Any Player or All Players Inside.

### NeverTriggers

Rolly Save: … of … …, so … never trigger it by walking in.

Fix: In the Collision section of …, tick Generate Overlap Events and set … to Overlap, or turn Trigger on Overlap off if your game calls Trigger.

### NoCheckpointName

Rolly Save: … saves a checkpoint without a Checkpoint Name, so slot lists show no name for it.

Fix: Fill in Checkpoint Name, such as Bridge.

### NoShape

Rolly Save: … has no shape, so ….

Fix: Add a Box, Sphere or Capsule Collision to …, or pick its collision component in Shapes.

### ShapeNotFound

Rolly Save: Shapes in … lists …, which …, so it is not used.

Fix: Pick a collision component of … again, or remove the entry.

### SpawnedVolume

Rolly Save: … was spawned during play, and a volume spawned during play has no shape, so it never ….

Fix: Spawn an actor with a Box Collision and a … component instead.

## RollySaveLevels

### NoLevel

**Error.** Rolly Save: Forget Level was given no level, so nothing was forgotten.

Fix: Pick the level in Level, or call Forget All Levels.

## RollySaveMigration

### PointerNotRead

**Warning.** Rolly Save: migration step … (…) reads … of …, which holds a pointer or a string table text that a step cannot read (…), so … returned false.

Fix: Steps run before the save's objects and assets load, so a step cannot rewrite a value that points at another saved object, at an object the saved object owns, or at an asset or class that is not loaded, or that holds a text from a string table that is not loaded. Rename or remove such a value, or keep the members that change in a value of their own.

### StaleRecord

**Warning.** Rolly Save: migration step … (…) used a Rolly Save Record that is no longer valid.

Fix: Use only records that a Find Records node returned in the same Migrate.

### StepFailed

**Error.** Rolly Save: migration step … (…, to version …) failed on the slot "…": …. Nothing was loaded.

Fix: Fix the step in …, then run the old-save check (Rolly.Save.OldSaves) on saves of version ….

### WrongValueType

**Warning.** Rolly Save: migration step … (…) reads … of … as …, but it was saved as …, so … returned false.

Fix: Connect a variable of type … to Value. To change the type, read it as … and write it back with ….

## RollySaveMigrations

### EmptyStep

**Error.** Rolly Save: step … is empty.

Fix: Pick a step type in the dropdown, or remove the entry.

### FieldEmpty

**Error.** Rolly Save: step … (…) has no ….

Fix: Fill in ….

### NoMigrate

**Warning.** Rolly Save: step … (…) does not implement Migrate, so it changes nothing.

Fix: Open … and add Event Migrate, or remove the entry.

### NotInSettings

**Warning.** Rolly Save: this asset is not the Migrations asset in Project Settings > Plugins > Rolly Save, so its steps never run.

Fix: Pick it in Migrations, or delete it.

### SameNames

**Error.** Rolly Save: step … (…) renames … to itself.

Fix: Set the new name to the name it has now.

### VersionAhead

**Warning.** Rolly Save: step … (…) has To Version …, above the Game Data Version … in Project Settings, so it does not run yet.

Fix: Raise Game Data Version to … in the build that ships this change.

## RollySaveMultiplayer

### RemoteClients

**Note.** Rolly Save: clients are connected, and … restore on the server only in this version, so clients see that state as it was before the load.

Fix: Read the guide page Save a multiplayer game to see what clients get after a load.

## RollySaveNewGamePlus

### BadCarry

**Error.** Rolly Save: Start Rolly New Game Plus …, so the new game did not start.

Fix: Clear World in Carry and keep progress in a registered object with a group; pick the first map in Map.

## RollySavePCG

### GpuInstancesNotSaved

**Warning.** Rolly Save: … of … spawns … on the GPU, where no instances exist on the CPU, so changes to them are not saved.

Fixes:

- Untick Execute on GPU on the graph's spawner nodes for meshes players change, or leave those meshes out of Meshes under Instances in the settings that save ….
- Untick Execute on GPU on the graph's spawner node for meshes players change, or leave … out of Meshes under Instances in the settings that save ….

### GraphChangedMissing

**Warning.** Rolly Save: … of … has saved values that name the graph …, which cannot be loaded (it may have been renamed or deleted), so they were not set.

Fix: None needed when you changed the graph on purpose: the next save keeps the current values.

### GraphChangedParameters

**Warning.** Rolly Save: … of … has saved values that name the graph parameters …, which … no longer has with the saved types, so they were not set.

Fix: None needed when you changed the graph on purpose: the next save keeps the current values.

### RegenerateFailed

**Warning.** Rolly Save: … of … did not generate again after the load, since …, so its output does not show its saved values.

Fixes:

- None needed if it should stay off; turn Activated on in your game to generate it.
- Check that the graph is cooked: reference it from the PCG component in a map you ship.
- See PCG's line in the Output Log for why.

## RollySavePaths

### BadSetter

**Error.** Rolly Save: … applies … with …, which …, so loads use … instead.

Fix: Pick another in Apply With, or clear Setter.

### CannotSave

**Error.** Rolly Save: … saves … by path, which cannot be saved: …. The rest of … saves without it.

Fix: Remove it from Saved by Path; Pick Properties shows what can be saved.

### NeverSaved

**Warning.** Rolly Save: … sets Saving to Never, so what it lists in Saved by Path and Handlers is never saved.

Fix: Clear those lists, or set Saving to Always or With Saved State.

### NotFound

**Warning.** Rolly Save: … saves … by path, but … has no …, so … does not save it.

Fix: Pick it again in Pick Properties, remove it, or narrow the rule's Classes.

### OfVariable

**Warning.** Rolly Save: … saves … by path, a variable of …, so renaming it later loses its saved value without a property redirect.

Fix: Remove it from Saved by Path and tick SaveGame on it in Pick Properties.

### Overlap

**Warning.** Rolly Save: … saves … and …, which is part of it, so … saves only with ….

Fix: Remove ….

### TooLong

**Error.** Rolly Save: … saves … by path, which is …, so it is not saved.

Fix: Save the struct around it, or use a Save Handler.

## RollySavePlatform

### BadTimeLimit

**Warning.** Rolly Save: … in Project Settings > Plugins > Rolly Save > Lifecycle Saves is … seconds, outside … to …, so lifecycle saves use … seconds.

Fix: Set … to a value from … to ….

### LifecycleTimedOut

**Warning.** Rolly Save: a save made as the game went to the background, quit or ended its session did not reach storage within its time limit. If the game is ended now, each slot's previous copy loads.

Fix: Raise Background Time Limit or Quit Time Limit in Project Settings > Plugins > Rolly Save > Lifecycle Saves, or save less. The log names what was still writing.

### MoviePlayerInEditor

**Note.** Rolly Save: Map Load Screen is Movie Player, which Play In Editor cannot show, so map loads keep the last frame here.

Fix: Play Standalone or a packaged build to see it.

### NoGameInPlay

**Note.** Rolly Save: a save made as the game went to the background, quit, ended its session or lost focus was dropped, since no game is in play in this map: no load, save or new game put one in play here, and Maps Without Autosave lists no map.

Fix: List your title, menu and loading maps in Maps Without Autosave under Project Settings > Plugins > Rolly Save > Autosave, so every other map counts as in play; or call Set Rolly Game in Play where play starts; or set Lifecycle Saves In to Any Map for a game without a title map.

### SaveInfoRebound

**Note.** Rolly Save: another binding of the platform's save-info delegate (FGameDelegates Extended Save Game Info) replaced Rolly Save's, so platforms that ask it about save data hear that binding's answers for Rolly Save's files.

Fix: Call FRollySaveSaveInfo::Answer from your binding first, and answer the names it returns false for yourself.

### SavingUserSignedOut

**Note.** Rolly Save: the platform user at index …, who owns the slots, signed out (… times this session), so saving slots is paused.

Fix: Follow the platform's rules for a signed-out user, such as returning to the title screen, from On User Signed Out. Saving goes on after a load or Clear Loaded Game once a user is signed in, or at the sign-in when When the Saving User Changes is Follow.

## RollySavePlayFromSlot

### LoadFailed

**Error.** Rolly Save: Play from Slot could not load "…": … Play continues in ….

Fix: Pick another slot beside Play, or No Slot.

### SeparateServer

**Warning.** Rolly Save: "…" was not loaded: the server runs in its own process, outside the editor.

Fix: Turn on Run Under One Process in Editor Preferences > Level Editor > Play, or use Standalone Game from This Slot.

### Simulate

**Note.** Rolly Save: Simulate does not load "…", since nothing plays as a player.

Fix: Press Play to load it.

## RollySaveProfiles

### LedgerPerProfile

**Warning.** Rolly Save: Run Ledger is Profile while Profile Keys is …, so switching profile lets an older copy of a run load.

Fix: Set Run Ledger to Shared in Project Settings > Plugins > Rolly Save > Profiles.

### NameTooLong

**Error.** Rolly Save: … got a name of … characters, above 64, so nothing changed.

Fix: Use a shorter name.

### NoProvider

**Error.** Rolly Save: Profile Keys is Provider, but Player ID Provider …, so every player uses the platform user's profile.

Fix: Pick your Blueprint of Rolly Save Player ID Provider in Project Settings > Plugins > Rolly Save > Profiles.

### NoSavedVariable

**Warning.** Rolly Save: The profile class … has no variable with SaveGame ticked, so it saves nothing.

Fix: Tick SaveGame on each variable to keep.

### NotLocalPlayer

**Error.** Rolly Save: … was given …, which is not a local player's controller.

Fix: Pass the player's own controller, such as Get Owning Player.

### ProviderEmptyKey

**Warning.** Rolly Save: … gave no profile key for …, so the platform user's profile … is used.

Fix: Return a key for every local player from Get Profile Key.

### ProviderKeyTooLong

**Error.** Rolly Save: … gave a key of … characters for …, above 1,024, so the platform user's profile is used.

Fix: Return a shorter key, such as the account id.

### Refused

**Warning.** Rolly Save: Profile … did not load (…); it stays unsaved and its file is kept.

Fix: Tell the player: Load Rolly Profile retries, Reset Rolly Profile starts over.

### UnsavedVariable

**Warning.** Rolly Save: … in … does not have SaveGame ticked, so it is not saved.

Fix: Tick SaveGame on it, or move it out of the profile.

## RollySaveProjectSettings

### BadBackend

**Error.** Rolly Save: the Storage Backend in Project Settings > Plugins > Rolly Save names no class that can keep save files, so saves go to the platform's save storage.

Fix: Pick Platform Save Storage, Memory Only (not saved) or a C++ subclass of Rolly Save Backend that is not abstract.

### BadExportSetting

**Error.** Rolly Save: … "…" …, so … is used.

Fix: Use the characters its tooltip lists.

### BadFileName

**Error.** Rolly Save: the File Prefix "…" in Project Settings > Plugins > Rolly Save is not valid, so save files use the prefix rollysave.

Fix: Use 1 to 16 lowercase letters and digits that start with a letter, such as mygame.

### BadGameClockClass

**Error.** Rolly Save: Game Clock Class names …, which …, so areas that count on the game clock reset nothing by time.

Fix: Pick a Blueprint of Rolly Save Game Clock, or clear the field.

### BadGameDataVersion

**Error.** Rolly Save: the Game Data Version … in Project Settings > Plugins > Rolly Save is below 1, so saves record version 1.

Fix: Set Game Data Version to 1 or higher.

### BadHandlerEntry

**Error.** Rolly Save: Global Handlers in Project Settings > Plugins > Rolly Save lists …, which …, so it does not save.

Fix: Pick a Blueprint subclass of Rolly Save Handler again, or remove the entry.

### BadProfileClass

**Error.** Rolly Save: Profile Class names …, which ….

Fix: Pick a Blueprint of Rolly Save Profile, or clear the field.

### BadSlotFieldsStruct

**Error.** Rolly Save: Slot Fields Struct names …, which cannot be loaded, so saves hold no game fields.

Fix: Pick the struct again, or clear the field.

### BadTagVariable

**Warning.** Rolly Save: Gameplay Tag Variables has ….

Fix: Remove the extra entries.

### DuplicateHandler

**Warning.** Rolly Save: Global Handlers lists … … times; it saves once.

Fix: Remove the extra entries.

### EveryActorSaves

**Warning.** Rolly Save: Actor Defaults has Saving set to Always, so every actor in your levels saves, about 1.3 KB each.

Fix: Set it to With Saved State, and set Always in Save Rules for the actors that need it.

### MigrationsMissing

**Error.** Rolly Save: Migrations in Project Settings > Plugins > Rolly Save names …, which cannot be loaded, so saves of Game Data Versions below … do not load.

Fix: Pick the asset again (it may have been renamed or deleted), or clear the field.

### NoQuickKey

**Warning.** Rolly Save: Enable Quick Keys is on, but … is None, so no key ….

Fix: Pick a key, such as ….

### SameQuickKeys

**Error.** Rolly Save: Quick Save Key and Quick Load Key are both …, so the key only quick saves.

Fix: Pick two different keys in Project Settings > Plugins > Rolly Save > Quick Save.

## RollySaveProtection

### BadKey

**Error.** Rolly Save: … in Project Settings > Plugins > Rolly Save > Protection is not 64 hex digits, or is all zeros, so it is not used: ….

Fix: Use 64 hex digits, 0 to 9 and a to f, as Generate Key makes them.

### KeyMissing

**Warning.** Rolly Save: the newest copy of the save file … is protected with a key this build does not hold, so the file does not load and no save writes over it.

Fix: Add the key it was protected with to Previous Protection Keys in Project Settings > Plugins > Rolly Save > Protection.

### NoKey

**Error.** Rolly Save: Protect Saves is on in Project Settings > Plugins > Rolly Save > Protection, but there is no Protection Key, so saves are written unprotected and unprotected saves load.

Fix: Press Generate Key beside Protection Key, or have the Protection Key Provider give a current key.

### ProviderFailed

**Error.** Rolly Save: the Protection Key Provider … in Project Settings > Plugins > Rolly Save > Protection …, so saves are written unprotected and protected saves do not load.

Fix: Name a C++ class derived from URollySaveProtectionKeyProvider whose GetKeys returns true with keys of 64 hex digits.

### TooManyKeys

**Error.** Rolly Save: there are … previous protection keys in Project Settings > Plugins > Rolly Save > Protection; only the first … are read, so saves protected with the others do not load.

Fix: Remove a key only once no player's save has its newest copy under it: such a slot neither loads nor saves without the key. A backup under a removed key is written over by the slot's next save.

## RollySaveRegistration

### AlreadyNamed

**Warning.** Rolly Save: … is registered as "…", so it was not registered as "…" too.

Fix: Register each object under one name, or call Unregister Object for Saving first.

### BadName

**Error.** Rolly Save: Register Object for Saving was given the name "…", which ….

Fix: Use a name of 1 to 1,024 characters, such as QuestLog.

### NameTaken

**Error.** Rolly Save: "…" is registered for …, so … was not registered under it.

Fix: Give each object its own name, such as Chest_1 and Chest_2.

### NoObject

**Error.** Rolly Save: Register Object for Saving was given no object.

Fix: Connect the object to register, or leave Object unconnected to register Self.

### RoleRegistered

**Warning.** Rolly Save: … is the …, which saves without a name, so it was not registered as "…".

Fix: Remove the Register Object for Saving call for it.

### RoleSwitchedOff

**Warning.** Rolly Save: … is the …, which What Saves in Project Settings > Plugins > Rolly Save leaves out, so it saves nothing and was not registered as "…".

Fix: To save it, turn its switch on under What Saves, and remove the Register Object for Saving call for it.

## RollySaveResetAreas

### ActorsNotSaved

Rolly Save: Actors under What Saves in Project Settings > Plugins > Rolly Save is off, so no actor saves and … has nothing to reset.

Fix: Turn Actors on, or remove ….

### BadDuration

Rolly Save: Reset After in … is … seconds, outside 1 second to 100 years, so … seconds are used.

Fix: Set Reset After between 1 and 3,155,760,000 seconds.

### LevelsNotRemembered

Rolly Save: Remember Levels in Project Settings > Plugins > Rolly Save is off, so ….

Fix: Turn Remember Levels on.

### NoGameClock

Rolly Save: … counts on the game clock, but Game Clock Class in Project Settings > Plugins > Rolly Save is empty, so it never resets by time.

Fix: Pick your clock there, or set Clock to Play Time.

### SpatiallyLoaded

Rolly Save: … holds a Reset Area and is spatially loaded, so its area exists only while its cell is loaded.

Fix: Untick Is Spatially Loaded in the World Partition section of ….

### SpawnedShape

Rolly Save: … was spawned during play and uses …, which is no Box, Sphere or Capsule Collision, so saves keep its bounding box as the area.

Fix: Use a Box, Sphere or Capsule Collision as the area's shape.

### SpawnedTagQuery

Rolly Save: … was spawned during play and the Gameplay Tag Query of its Filter or Except holds more than 64 expressions or 64 tags, or nests deeper than 8, which saves do not keep, so it resets nothing before its actor is spawned again.

Fix: Make the query smaller, use Gameplay Tags instead, or place the area in the level.

### TooMany

Rolly Save: … has … Reset Areas, above 1,024, so … and those registered after it reset nothing.

Fix: Merge areas that have the same settings into one.

## RollySaveResetClock

### BadTime

Rolly Save: … returned … from Get Game Time Seconds, which is …, so no area reset by game time then.

Fix: Return seconds of game time, 0 or more, from a value your Game Instance or a subsystem keeps.

## RollySaveRule

### BadEntry

**Error.** Rolly Save: … in … lists …, which …, so ….

Fix: Pick it again, or remove the entry.

### ChangesNothing

**Warning.** Rolly Save: … sets no tick and no Saving, picks and leaves out no property, and attaches and removes no handler, so it changes nothing.

Fix: Set what its actors save, or delete it.

### DuplicateEntry

**Warning.** Rolly Save: … in … lists … … times.

Fix: Remove the extra entries.

### NoCondition

**Error.** Rolly Save: … has no Classes, Interfaces, Actor Tags, Gameplay Tags or Gameplay Tag Query in Match, so it matches no actor.

Fix: Add one, such as the class of your lamps; Maps alone selects no actor.

### NoGameplayTags

**Warning.** Rolly Save: … matches by gameplay tags, but … in Classes reports none: neither it nor a component implements the Gameplay Tag Asset Interface, and it has no variable Gameplay Tag Variables names, so the rule never applies to it.

Fixes:

- Use Actor Tags, or give … a component that reports gameplay tags, such as an Ability System Component.
- Add … to Project Settings > Plugins > Rolly Save > Gameplay Tag Variables, use Actor Tags, or give … a component that reports gameplay tags, such as an Ability System Component.

### SavesTooMuch

**Warning.** Rolly Save: … has Saving set to Always …, so every actor in your levels saves.

Fix: Add the classes or actor tags it is for.

## RollySaveRules

### LoadFailed

**Warning.** Rolly Save: the Save Rule … could not be loaded, so it does not apply.

Fix: Open it in the editor to see why, or delete it.

### TagVariableType

**Warning.** Rolly Save: … has …, a …, which Gameplay Tag Variables names, so its tags are not read.

Fix: Make it a Gameplay Tag Container or Gameplay Tag, or remove its name from Gameplay Tag Variables.

## RollySaveRuns

### NotARun

**Error.** Rolly Save: End Rolly Run was given "…", which holds no run.

Fix: Pass the slot given to Start Rolly Run.

### NotRecorded

**Warning.** Rolly Save: The run in "…" saved, but profile … could not record it (…), so older copies still load.

Fix: Fix the profile: Load Rolly Profile says why, Reset Rolly Profile starts over.

### OutsideRunSlot

**Error.** Rolly Save: … was refused: a run is active in "…", and the game saves only there.

Fix: Hide other saves, memory slots and rewind while Is Run Active is true.

## RollySaveScopes

### BadActorGroup

**Error.** Rolly Save: Group in … is "…", which …, so its actors save with the world.

Fix: Use 1 to 1,024 characters, such as Chapter2.

### BadGroupName

**Error.** Rolly Save: … was given the group name "…", which ….

Fix: Use 1 to 1,024 characters, such as Chapter2.

### EmptyScope

**Error.** Rolly Save: … was given a scope with nothing ticked, so nothing happened.

Fix: Tick Players or World, or add a group.

### GroupTooLong

**Error.** Rolly Save: … in … saves with the world, not with the group …: the map's path and the group's name take … characters together, above 1,024.

Fix: Use a shorter Group in ….

### PartTargetRefused

**Error.** Rolly Save: Save Game Part to Rolly Slot did not write "…", which holds …; saving part of it would drop the rest.

Fix: Delete the slot, or save the whole game into it.

## RollySaveSetup

### DebugKeysUndoFailed

**Warning.** Rolly Save: Edit > Undo could not write …, so it keeps the lines of the removed debug commands.

Fix: Check the file out or make it writable, then edit its -DebugExecBindings lines by hand.

### NoticeFixFailed

**Error.** Rolly Save: could not write …: …. Nothing changed.

Fix: Check the file out or make it writable, then press the button again.

### QuickDebugKeys

Outside Shipping these keys also run the engine's debug commands: ….

Fix: Remove Them

### UndoWriteFailed

**Warning.** Rolly Save: the undone setup could not be written to …: …, so the file keeps the setup's values.

Fix: Check the file out, then change the setting again in Project Settings.

### WriteFailed

**Error.** Rolly Save: could not write …: …. No setting changed.

Fix: Check the file out or make it writable, then press Apply again.

## RollySaveSlotScreen

### MarkOutsideRequest

Rolly Save: Mark Slot Screen Request Handled was called while no slot screen request ran, so it marked nothing.

Fix: Call it inside your listener of On Slot Screen Requested, before the listener returns. Open your menu later if you need to, but mark the request at once.

### NoListener

Rolly Save: … asked for the slot screen, but nothing listens to On Slot Screen Requested, so no screen opened.

Fix: Bind On Slot Screen Requested on the Rolly Save Subsystem or on … to open your menu, and call Mark Slot Screen Request Handled in that listener, or set Action to Automatic.

### NotMarked

Rolly Save: … asked for the slot screen, but no listener of On Slot Screen Requested marked the request handled, so it counts as no screen opened.

Fix: A listener that opens your menu calls Mark Slot Screen Request Handled before it returns. To count every listener as handling the request, turn off Slot Screen Requests Need a Mark in Project Settings > Plugins > Rolly Save > Slots.

### NotMarkedCheckpoint

Rolly Save: … asked for the slot screen, but no listener of On Slot Screen Requested marked the request handled, so it saved a checkpoint instead.

Fix: A listener that opens your menu calls Mark Slot Screen Request Handled before it returns. To count every listener as handling the request, turn off Slot Screen Requests Need a Mark in Project Settings > Plugins > Rolly Save > Slots.

### RemotePlayer

Rolly Save: …, a remote player, triggered …, but the server cannot open a remote player's slot screen, so no screen opened.

Fix: Set Action to Automatic, which saves a checkpoint for remote players.

## RollySaveSlots

### BadLocation

**Error.** Rolly Save: Set Slot Location was given a text that ….

Fix: Use a short place name, such as Tavern Cellar.

### FieldsTooLarge

**Warning.** Rolly Save: The game fields bring the metadata of "…" to … bytes, above 16,384, so the save holds none.

Fix: Keep only what a slot list shows in ….

### NewSlotTitleTooLong

**Error.** Rolly Save: Save Game to New Rolly Slot got a title of … characters, above 128, so nothing was saved.

Fix: Use a shorter title.

### NoFieldsStruct

**Error.** Rolly Save: Set Slot Game Fields was called, but Slot Fields Struct in Project Settings > Plugins > Rolly Save is empty.

Fix: Pick your struct there.

### NoSavedFields

**Warning.** Rolly Save: Slot Fields Struct names …, which has no member with SaveGame ticked, so saves hold none of its values.

Fix: Tick SaveGame on each member your slot list shows: in a Blueprint struct under the variable's advanced options, in C++ as UPROPERTY(SaveGame).

### TitleTooLong

**Error.** Rolly Save: … got … characters for "…", above 128, so the title did not change.

Fix: Use a shorter title.

### WrongFieldsStruct

**Error.** Rolly Save: Set Slot Game Fields was given a …, not the Slot Fields Struct …, so nothing changed.

Fix: Make the Instanced Struct from …, or pick … in Slot Fields Struct.

## RollySaveSpread

### MaxFrames

Rolly Save: … reached Max Save Frames (…) and captured its last … actors in one frame.

Fix: Raise Save Time per Frame or Max Save Frames in Project Settings > Plugins > Rolly Save > Spreading Work.

## RollySaveStartSlot

### BadName

**Error.** Rolly Save: -RollySaveLoad named "…", which …, so no slot was loaded.

Fix: Pass a slot name, such as -RollySaveLoad="Slot 1"; rolly.save.list lists them.

### LoadFailed

**Error.** Rolly Save: -RollySaveLoad could not load "…": …

Fix: Check the name with rolly.save.list.

### NotInShipping

**Warning.** Rolly Save: -RollySaveLoad was ignored: Shipping builds read it only with Command Line Load in Shipping on.

Fix: Turn it on in Project Settings > Plugins > Rolly Save > Testing for test builds, or remove the switch.

## RollySaveStore

### NameCollision

**Error.** Rolly Save: "…" and "…" make the same file name, …, so saving "…" would replace the save of "…". Nothing was saved.

Fix: Give one of them another name. File names keep only lowercase letters and digits, and a name with other characters ends in eight hex digits, so another name can spell out the same file name.

## RollySaveStreaming

### AppliedAfterPreload

**Warning.** Rolly Save: … streamed in before the assets its saved values name had loaded, since …, so its values were set after its Begin Play.

Fixes:

- Turn on Keep Assets of Unloaded Levels in Project Settings > Plugins > Rolly Save > Levels.
- Save fewer different assets in values of streamed actors, such as an index into a list of meshes instead of the mesh.

### EditorSecondApply

Rolly Save: in Play In Editor, a streamed level runs its construction scripts as it first becomes visible, which resets Blueprint variables that are not Instance Editable, so Rolly Save sets its saved values again after the level's Begin Play. Packaged games set them once, before Begin Play.

Fix: None needed; test Begin Play logic that reads those variables in a packaged build.

### IdTooDeep

**Error.** Rolly Save: … in … was not saved: it sits inside … nested owners, such as level instances, above 8.

Fix: Nest fewer level instances around it.

### IdTooLong

**Error.** Rolly Save: … in … was not saved: its save ID would be … characters, above 1,024.

Fix: Shorten the folder path or name of … or of the level instances around it, or give the actor a shorter Custom Save ID.

### LevelApplyRefused

**Error.** Rolly Save: the saved values of … were not set: with them, the values taken from this save would pass its limit of …, which only a file changed outside the game does.

Fix: Load another save.

### LevelNameNotStable

**Warning.** Rolly Save: the level … was loaded under a name the engine numbers anew each session, so its actors are not saved: their IDs would differ next session.

Fix: Give Load Level Instance an Optional Level Name Override that is the same each session, such as Cellar_1, or place the level as a Level Instance actor.

## RollySaveSubsystem

### BadSlotName

**Error.** Rolly Save: … was given the slot name "…", which ….

Fix: Use a name of 1 to 1,024 characters, such as Slot 1.

### CaptureRefused

**Error.** Rolly Save: … could not be saved: …. Nothing was saved, and the slot "…" keeps its previous save.

Fix: Change what … saves as the reason says. The guide Make your plugin's objects save lists, under Keep saves loadable, what a save refuses.

### CaptureRefusedNoSlot

**Error.** Rolly Save: … could not be saved: …. Nothing was saved.

Fix: Change what … saves as the reason says. The guide Make your plugin's objects save lists, under Keep saves loadable, what a save refuses.

### ClassMismatch

**Warning.** Rolly Save: the … was saved as … and is now …, so its saved values were kept and not applied.

Fix: Use … again, or, if you replaced it on purpose, add a Replace Class step to your Migrations asset.

### MissingMap

**Error.** Rolly Save: the slot "…" was saved in the map …, which this build does not have, so nothing was loaded.

Fix: If you renamed or moved the map, add a Rename Map step to your Migrations asset. If a packaged build lacks it, add it to Project Settings > Packaging > List of maps to include in a packaged build.

### NoGameWorld

**Error.** Rolly Save: … was called without a running game, so nothing happened.

Fix: Call it from a Blueprint of the running game, such as an actor, a widget, the Game Mode or the Game Instance.

### NotAuthority

**Error.** Rolly Save: … was called on a client. Saving and loading the game runs on the server, so nothing happened.

Fix: Call it on the server or in a standalone game. From a client's menu, send the request to the server first, with a Run on Server event on the player controller.

### ReservedSlotName

**Error.** Rolly Save: … was given "…", the … slot Rolly Save writes itself, so nothing happened.

Fix: Use another name, such as Slot 1.

### TravelFailed

**Error.** Rolly Save: opening … to load the slot "…" failed: …. The saved values were not applied.

Fix: Fix the cause the engine names; the log line before this one has its details.

## RollySaveThumbnails

### NoViewport

Rolly Save: No game viewport is open, so saves are written without pictures.

Fix: None needed for commandlets and servers.

### RenderTargetFormat

**Error.** Rolly Save: Set Next Rolly Save Thumbnail got …, whose format … cannot be read as colour, so the next save takes its own picture.

Fix: Use a render target of RGBA8 or RGBA16f.

## RollySaveTransfer

### BadFileName

**Error.** Rolly Save: … was given the file name "…", which ….

Fix: Use 1 to 64 letters, digits, spaces, _ and -, such as Tavern Day 12.

### ForeignFile

**Error.** Rolly Save: Export Rolly Slot to File did not replace …, which is not a Rolly Save file.

Fix: Use another file name.

### Unsupported

**Error.** Rolly Save: … works on Windows, Mac and Linux only, so nothing happened on ….

Fix: Check Can Transfer Save Files first; Export Rolly Slot to Bytes works everywhere.

## RollySaveUI

### BadFormat

**Warning.** Rolly Save: … holds …, which it does not fill, so it shows as written.

Fix: Use ….

### ClassNotLoaded

**Error.** Rolly Save: … names …, which …, so the built-in one is used.

Fix: Pick a Blueprint subclass of …, or clear the field.

### ClientScreen

**Warning.** Rolly Save: … asked for the … screen on a client, which can list only this machine's saves, so it did not open.

Fix: Open Save, Load and New Game on the listen server's host or in a standalone game.

### GameFieldNotFound

**Warning.** Rolly Save: Game Fields names …, which … does not have, so it shows nothing.

Fix: Pick a member of your Slot Fields Struct.

### GameFieldType

**Warning.** Rolly Save: Game Fields names …, whose type rows cannot show, so it shows nothing.

Fix: Pick a member that is a Text, a number, a Boolean, an enum, a String or a Name.

### MenuMapMissing

**Warning.** Rolly Save: Menu Maps lists …, which cannot be loaded, so it is ignored.

Fix: Pick the map again or remove the entry.

### NoNewGameListener

**Warning.** Rolly Save: New Game was picked, but nothing binds On New Game Chosen and New Game Map is empty, so the game stays where it is.

Fix: Set New Game Map in Project Settings > Plugins > Rolly Save Screens > New Game, or open your start map in On New Game Chosen.

### NoSlotFieldsStruct

**Warning.** Rolly Save: Game Fields names members of your Slot Fields Struct, but Slot Fields Struct is empty, so they show nothing.

Fix: Pick your struct in Project Settings > Plugins > Rolly Save > Slots.

### ProfilesNotNamed

**Warning.** Rolly Save: Open Rolly Profiles was called while Profile Keys is …, so no panel opened.

Fix: Set Profile Keys to Named, or let your provider or the platform pick profiles.
