| 432 | } |
| 433 | |
| 434 | void UFlowSubsystem::LoadRootFlow(UObject* Owner, UFlowAsset* FlowAsset, const FString& SavedAssetInstanceName, const bool bAllowMultipleInstances) |
| 435 | { |
| 436 | if (FlowAsset == nullptr || SavedAssetInstanceName.IsEmpty()) |
| 437 | { |
| 438 | return; |
| 439 | } |
| 440 | |
| 441 | for (const FFlowAssetSaveData& AssetRecord : LoadedSaveGame->FlowInstances) |
| 442 | { |
| 443 | if (AssetRecord.InstanceName == SavedAssetInstanceName |
| 444 | && (FlowAsset->IsBoundToWorld() == false || AssetRecord.WorldName == GetWorld()->GetName())) |
| 445 | { |
| 446 | UFlowAsset* LoadedInstance = CreateRootFlow(Owner, FlowAsset, bAllowMultipleInstances); |
| 447 | if (LoadedInstance) |
| 448 | { |
| 449 | LoadedInstance->LoadInstance(AssetRecord); |
| 450 | } |
| 451 | return; |
| 452 | } |
| 453 | } |
| 454 | } |
| 455 | |
| 456 | void UFlowSubsystem::LoadSubFlow(UFlowNode_SubGraph* SubGraphNode, const FString& SavedAssetInstanceName) |
| 457 | { |
nothing calls this directly
no test coverage detected