| 365 | } |
| 366 | |
| 367 | void UFlowSubsystem::OnGameSaved(UFlowSaveGame* SaveGame) |
| 368 | { |
| 369 | // clear existing data, in case we received reused SaveGame instance |
| 370 | // we only remove data for the current world + global Flow Graph instances (i.e. not bound to any world if created by UGameInstanceSubsystem) |
| 371 | // we keep data bound to other worlds |
| 372 | if (GetWorld()) |
| 373 | { |
| 374 | const FString& WorldName = GetWorld()->GetName(); |
| 375 | |
| 376 | for (int32 i = SaveGame->FlowInstances.Num() - 1; i >= 0; i--) |
| 377 | { |
| 378 | if (SaveGame->FlowInstances[i].WorldName.IsEmpty() || SaveGame->FlowInstances[i].WorldName == WorldName) |
| 379 | { |
| 380 | SaveGame->FlowInstances.RemoveAt(i); |
| 381 | } |
| 382 | } |
| 383 | |
| 384 | for (int32 i = SaveGame->FlowComponents.Num() - 1; i >= 0; i--) |
| 385 | { |
| 386 | if (SaveGame->FlowComponents[i].WorldName.IsEmpty() || SaveGame->FlowComponents[i].WorldName == WorldName) |
| 387 | { |
| 388 | SaveGame->FlowComponents.RemoveAt(i); |
| 389 | } |
| 390 | } |
| 391 | } |
| 392 | |
| 393 | // save Flow Graphs |
| 394 | for (const TPair<UFlowAsset*, TWeakObjectPtr<UObject>>& RootInstance : ObjectPtrDecay(RootInstances)) |
| 395 | { |
| 396 | if (RootInstance.Key && RootInstance.Value.IsValid()) |
| 397 | { |
| 398 | if (UFlowComponent* FlowComponent = Cast<UFlowComponent>(RootInstance.Value)) |
| 399 | { |
| 400 | FlowComponent->SaveRootFlow(SaveGame->FlowInstances); |
| 401 | } |
| 402 | else |
| 403 | { |
| 404 | RootInstance.Key->SaveInstance(SaveGame->FlowInstances); |
| 405 | } |
| 406 | } |
| 407 | } |
| 408 | |
| 409 | // save Flow Components |
| 410 | { |
| 411 | // retrieve all registered components |
| 412 | TArray<TWeakObjectPtr<UFlowComponent>> ComponentsArray; |
| 413 | FlowComponentRegistry.GenerateValueArray(ComponentsArray); |
| 414 | |
| 415 | // ensure uniqueness of entries |
| 416 | const TSet<TWeakObjectPtr<UFlowComponent>> RegisteredComponents = TSet<TWeakObjectPtr<UFlowComponent>>(ComponentsArray); |
| 417 | |
| 418 | // write archives to SaveGame |
| 419 | for (const TWeakObjectPtr<UFlowComponent> RegisteredComponent : RegisteredComponents) |
| 420 | { |
| 421 | SaveGame->FlowComponents.Emplace(RegisteredComponent->SaveInstance()); |
| 422 | } |
| 423 | } |
| 424 | } |
no test coverage detected