π Blueprint Function Reference
This page lists all Blueprint-accessible functions provided by SaveKit Lite, grouped by category.
πΉ Category: Save Kit β Slots
GetExistingSaveSlots()
- Returns:
FString[]
- Description: Lists all save slot names found in the save directory.
GetSaveSlotInfos()
- Returns:
FSaveSlotInfo[]
- Description: Returns metadata for all existing save slots (slot name, save time, save version).
LoadSaveMetadata(SlotName)
- Input:
FString SlotName
- Returns:
FSaveSlotInfo
- Description: Returns metadata only (does NOT load state).
See UI Integration for usage in slot previews.
πΉ Category: Save Kit
SaveGame(SlotName, SaveVersion)
- Input:
FString SlotName
,int32
SaveVersion
(optional) - Description: Saves all actors with a Saveable component to the specified slot.
LoadGame(SlotName)
- Input:
FString SlotName
- Description: Loads and applies saved actor data from the specified slot.
πΉ Category: Save Kit β Saveable (component functions)
SetVariable(Name)
- Description: Sets a string variable in the Saveable component.
GetVariable(Name)
- Description: Gets the string value of a saved variable.
GetVariableAsInt(Name)
- Description: Parses the variableβs value as an integer and returns it.
HasVariable(Name)
- Description: Checks whether a variable with the specified name exists.
IncrementVariable(Name)
- Description: Adds the specified amount to the variableβs value (as number).
RemoveVariable(Name)
- Description: Removes the variable from saved state.
π§± Save Slot Info Object
Init(SlotName, Time, Version)
- Description: Initializes a SaveSlotInfoObject with name, time and version.
π¦ Notes
All SaveKit Lite functions are available in Blueprints via context-sensitive search, and can be used in:
- UMG widgets (
ListView
,Button
,Text
) - Level, Actor, or GameMode Blueprints
- Custom save/load UI logic