| 17 | } |
| 18 | |
| 19 | void UFlowNode_Checkpoint::ExecuteInput(const FName& PinName) |
| 20 | { |
| 21 | if (GetFlowSubsystem()) |
| 22 | { |
| 23 | UFlowSaveGame* NewSaveGame = Cast<UFlowSaveGame>(UGameplayStatics::CreateSaveGameObject(UFlowSaveGame::StaticClass())); |
| 24 | GetFlowSubsystem()->OnGameSaved(NewSaveGame); |
| 25 | |
| 26 | if (bUseAsyncSave) |
| 27 | { |
| 28 | UGameplayStatics::AsyncSaveGameToSlot(NewSaveGame, NewSaveGame->SaveSlotName, 0); |
| 29 | } |
| 30 | else |
| 31 | { |
| 32 | UGameplayStatics::SaveGameToSlot(NewSaveGame, NewSaveGame->SaveSlotName, 0); |
| 33 | } |
| 34 | } |
| 35 | |
| 36 | TriggerFirstOutput(true); |
| 37 | } |
| 38 | |
| 39 | void UFlowNode_Checkpoint::OnLoad_Implementation() |
| 40 | { |
nothing calls this directly
no test coverage detected