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[代码插件] Easy Multi Save 1.38 保存加载存档插件虚幻5

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发表于 2022-10-20 12:28:17 | 显示全部楼层 |阅读模式
适配UE4.27,5.0





Easy Multi Save is an all-in-one save and load solution that will literally save you a lot of time. It is suited for small and large projects and does not require any C++ knowledge, which makes it a perfect fit for Blueprint only and code projects alike. Save and load Level Actors, Level and Sub-Level Blueprints, Player, Inventory, Components, Persistent Data or Settings. It also supports one-click saving of complex Blueprint structures for any Actor. All saved data is compressed for minimum file size!

EMS does all the major saving/loading operations for you, even if you only know the UE basics. The system has a simple and consistent structure, so you can jump in right away. It supports all kinds of games and apps. It can be compiled for all platforms as well. The design allows for maximum flexibility, while being fully in-line with the standards of UE: "Work smarter, not harder!"

Main Features:
No C++ required.  
A fast and streamlined way of saving/loading complex game data.
Use a single save game or an infinite amount of save slots, along with thumbnails.
Save and load Level Actors, Level Blueprints, Player, Inventory and more.
Save and load Persistent data like progress.
Save and load Components and Child Actors.
Use the 'Save Interface' to get save, pre-save and loaded events for an Actor.
The system automatically decides what Actors to update or respawn, don't worry!
Load and save Actors in open worlds with World Partition or Streaming.
Save any variable and use it's loaded data directly.
Ongoing support and updates.



Easy Multi Save是一个多功能的保存和加载解决方案,将字面上节省你很多时间。它适用于小型和大型项目,不需要任何c++知识,这使得它非常适合仅用于Blueprint项目和代码项目。保存和加载级别角色,级别和子级别蓝图,播放器,库存,组件,持久数据或设置。它还支持对任何参与者的复杂Blueprint结构的一键保存。所有保存的数据被压缩为最小文件大小!

EMS为您完成所有主要的保存/加载操作,即使您只知道UE的基础知识。该系统具有简单而一致的结构,因此您可以立即上手。它支持各种游戏和应用程序。它也可以在所有平台上编译。该设计允许最大的灵活性,同时完全符合UE的标准:“更聪明地工作,而不是更努力!”

主要特点:
不需要c++。
一种快速和精简的方式保存/加载复杂的游戏数据。
使用单一的保存游戏或无限数量的保存槽,以及缩略图。
保存和加载关卡演员,关卡蓝图,玩家,库存等。
保存和加载持久数据,如进度。
保存并加载组件和子参与者。
使用'Save Interface'获取Actor的保存、预保存和加载事件。
系统会自动决定更新或重生哪些actor,别担心!
在使用世界分区或流的开放世界中加载和保存actor。
保存任何变量,并直接使用它的加载数据。
持续的支持和更新。







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