Save & Load
Persistence and disk saving
The UMP_InventoryComponent includes built-in serialization support for data persistence across sessions.
Configuration
- bAutoSaveLoad: A boolean property on the component. When set to true, the component will automatically attempt to load its state during initialization and save its state when modified.
Data Serialization
Inventory data is serialized into a custom SaveGame class.
- The
FMP_InventoryItemstruct determines what data is preserved. - By default, the struct saves the
ItemID,Quantity, andSlotIndex. - If custom item properties (such as durability or attachments) are required, they must be included within the
FMP_InventoryItemstruct to ensure they are serialized during the save process.
Save and Load Events
The UMP_InventoryManager provides event hooks for save operations:
OnInventorySync: A delegate broadcasted to the client when a save or load operation completes. It passes a boolean indicating whether it was a save operation (true) or load operation (false), alongside theInventoryID.Client_OnInventorySync: The underlying RPC that triggersOnInventorySyncand fires a notification (e.g.,[InventoryID] Loaded).