UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FBaseAsyncSaveGameSystem Member List

This is the complete list of members for FBaseAsyncSaveGameSystem, including all inherited members.

AsyncTaskPipeISaveGameSystemprotectedstatic
DeleteGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex) overrideFBaseAsyncSaveGameSystemvirtual
DeleteGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncOpCompleteCallback Callback) overrideFBaseAsyncSaveGameSystemvirtual
DoesSaveGameExist(const TCHAR *Name, const int32 UserIndex) overrideFBaseAsyncSaveGameSysteminlinevirtual
DoesSaveGameExistAsync(const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncExistsCallback Callback) overrideFBaseAsyncSaveGameSystemvirtual
DoesSaveGameExistWithResult(const TCHAR *Name, const int32 UserIndex) overrideFBaseAsyncSaveGameSystemvirtual
DoesSaveSystemSupportMultipleUsers()=0ISaveGameSystempure virtual
ESaveExistsResult enum nameISaveGameSystem
FSaveGameAsyncExistsCallback typedefISaveGameSystem
FSaveGameAsyncGetNamesCallback typedefISaveGameSystem
FSaveGameAsyncInitCompleteCallback typedefISaveGameSystem
FSaveGameAsyncLoadCompleteCallback typedefISaveGameSystem
FSaveGameAsyncOpCompleteCallback typedefISaveGameSystem
GetSaveGameNames(TArray< FString > &FoundSaves, const int32 UserIndex) overrideFBaseAsyncSaveGameSystemvirtual
GetSaveGameNamesAsync(FPlatformUserId PlatformUserId, FSaveGameAsyncGetNamesCallback Callback) overrideFBaseAsyncSaveGameSystemvirtual
InitAsync(bool bAttemptToUseUI, FPlatformUserId PlatformUserId, FSaveGameAsyncInitCompleteCallback Callback)ISaveGameSystemvirtual
InternalDeleteGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncOpCompleteCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0FBaseAsyncSaveGameSystemprotectedpure virtual
InternalDoesSaveGameExistAsync(const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncExistsCallback Callback, TSharedPtr< ESaveExistsResult > OutResult=nullptr)=0FBaseAsyncSaveGameSystemprotectedpure virtual
InternalGetSaveGameNamesAsync(FPlatformUserId PlatformUserId, TSharedRef< TArray< FString > > FoundSaves, FSaveGameAsyncGetNamesCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0FBaseAsyncSaveGameSystemprotectedpure virtual
InternalLoadGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< TArray< uint8 > > Data, FSaveGameAsyncLoadCompleteCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0FBaseAsyncSaveGameSystemprotectedpure virtual
InternalSaveGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< const TArray< uint8 > > Data, FSaveGameAsyncOpCompleteCallback Callback, TSharedPtr< bool > OutResult=nullptr)=0FBaseAsyncSaveGameSystemprotectedpure virtual
LoadGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, TArray< uint8 > &Data) overrideFBaseAsyncSaveGameSystemvirtual
LoadGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback) overrideFBaseAsyncSaveGameSystemvirtual
LoadGameIfExistsAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback) overrideFBaseAsyncSaveGameSystemvirtual
OnAsyncComplete(TFunction< void()> Callback)ISaveGameSystemprotected
PlatformHasNativeUI()=0ISaveGameSystempure virtual
SaveGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, const TArray< uint8 > &Data) overrideFBaseAsyncSaveGameSystemvirtual
SaveGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< const TArray< uint8 > > Data, FSaveGameAsyncOpCompleteCallback Callback) overrideFBaseAsyncSaveGameSystemvirtual
WaitForAsyncTask(UE::Tasks::FTask AsyncSaveTask)FBaseAsyncSaveGameSystemprotectedvirtual