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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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This is the complete list of members for FBaseAsyncSaveGameSystem, including all inherited members.
| AsyncTaskPipe | ISaveGameSystem | protectedstatic |
| DeleteGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex) override | FBaseAsyncSaveGameSystem | virtual |
| DeleteGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncOpCompleteCallback Callback) override | FBaseAsyncSaveGameSystem | virtual |
| DoesSaveGameExist(const TCHAR *Name, const int32 UserIndex) override | FBaseAsyncSaveGameSystem | inlinevirtual |
| DoesSaveGameExistAsync(const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncExistsCallback Callback) override | FBaseAsyncSaveGameSystem | virtual |
| DoesSaveGameExistWithResult(const TCHAR *Name, const int32 UserIndex) override | FBaseAsyncSaveGameSystem | virtual |
| DoesSaveSystemSupportMultipleUsers()=0 | ISaveGameSystem | pure virtual |
| ESaveExistsResult enum name | ISaveGameSystem | |
| FSaveGameAsyncExistsCallback typedef | ISaveGameSystem | |
| FSaveGameAsyncGetNamesCallback typedef | ISaveGameSystem | |
| FSaveGameAsyncInitCompleteCallback typedef | ISaveGameSystem | |
| FSaveGameAsyncLoadCompleteCallback typedef | ISaveGameSystem | |
| FSaveGameAsyncOpCompleteCallback typedef | ISaveGameSystem | |
| GetSaveGameNames(TArray< FString > &FoundSaves, const int32 UserIndex) override | FBaseAsyncSaveGameSystem | virtual |
| GetSaveGameNamesAsync(FPlatformUserId PlatformUserId, FSaveGameAsyncGetNamesCallback Callback) override | FBaseAsyncSaveGameSystem | virtual |
| InitAsync(bool bAttemptToUseUI, FPlatformUserId PlatformUserId, FSaveGameAsyncInitCompleteCallback Callback) | ISaveGameSystem | virtual |
| InternalDeleteGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncOpCompleteCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0 | FBaseAsyncSaveGameSystem | protectedpure virtual |
| InternalDoesSaveGameExistAsync(const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncExistsCallback Callback, TSharedPtr< ESaveExistsResult > OutResult=nullptr)=0 | FBaseAsyncSaveGameSystem | protectedpure virtual |
| InternalGetSaveGameNamesAsync(FPlatformUserId PlatformUserId, TSharedRef< TArray< FString > > FoundSaves, FSaveGameAsyncGetNamesCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0 | FBaseAsyncSaveGameSystem | protectedpure virtual |
| InternalLoadGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< TArray< uint8 > > Data, FSaveGameAsyncLoadCompleteCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0 | FBaseAsyncSaveGameSystem | protectedpure virtual |
| InternalSaveGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< const TArray< uint8 > > Data, FSaveGameAsyncOpCompleteCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0 | FBaseAsyncSaveGameSystem | protectedpure virtual |
| LoadGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, TArray< uint8 > &Data) override | FBaseAsyncSaveGameSystem | virtual |
| LoadGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback) override | FBaseAsyncSaveGameSystem | virtual |
| LoadGameIfExistsAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback) override | FBaseAsyncSaveGameSystem | virtual |
| OnAsyncComplete(TFunction< void()> Callback) | ISaveGameSystem | protected |
| PlatformHasNativeUI()=0 | ISaveGameSystem | pure virtual |
| SaveGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, const TArray< uint8 > &Data) override | FBaseAsyncSaveGameSystem | virtual |
| SaveGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< const TArray< uint8 > > Data, FSaveGameAsyncOpCompleteCallback Callback) override | FBaseAsyncSaveGameSystem | virtual |
| WaitForAsyncTask(UE::Tasks::FTask AsyncSaveTask) | FBaseAsyncSaveGameSystem | protectedvirtual |