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

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

AsyncTaskPipeISaveGameSystemprotectedstatic
DeleteGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex)=0ISaveGameSystempure virtual
DeleteGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncOpCompleteCallback Callback)ISaveGameSystemvirtual
DoesSaveGameExist(const TCHAR *Name, const int32 UserIndex)=0ISaveGameSystempure virtual
DoesSaveGameExistAsync(const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncExistsCallback Callback)ISaveGameSystemvirtual
DoesSaveGameExistWithResult(const TCHAR *Name, const int32 UserIndex)=0ISaveGameSystempure virtual
DoesSaveSystemSupportMultipleUsers()=0ISaveGameSystempure virtual
ESaveExistsResult enum nameISaveGameSystem
FSaveGameAsyncExistsCallback typedefISaveGameSystem
FSaveGameAsyncGetNamesCallback typedefISaveGameSystem
FSaveGameAsyncInitCompleteCallback typedefISaveGameSystem
FSaveGameAsyncLoadCompleteCallback typedefISaveGameSystem
FSaveGameAsyncOpCompleteCallback typedefISaveGameSystem
GetSaveGameNames(TArray< FString > &FoundSaves, const int32 UserIndex)ISaveGameSysteminlinevirtual
GetSaveGameNamesAsync(FPlatformUserId PlatformUserId, FSaveGameAsyncGetNamesCallback Callback)ISaveGameSystemvirtual
InitAsync(bool bAttemptToUseUI, FPlatformUserId PlatformUserId, FSaveGameAsyncInitCompleteCallback Callback)ISaveGameSystemvirtual
LoadGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, TArray< uint8 > &Data)=0ISaveGameSystempure virtual
LoadGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback)ISaveGameSystemvirtual
LoadGameIfExistsAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, FSaveGameAsyncLoadCompleteCallback Callback)ISaveGameSystemvirtual
OnAsyncComplete(TFunction< void()> Callback)ISaveGameSystemprotected
PlatformHasNativeUI()=0ISaveGameSystempure virtual
SaveGame(bool bAttemptToUseUI, const TCHAR *Name, const int32 UserIndex, const TArray< uint8 > &Data)=0ISaveGameSystempure virtual
SaveGameAsync(bool bAttemptToUseUI, const TCHAR *Name, FPlatformUserId PlatformUserId, TSharedRef< const TArray< uint8 > > Data, FSaveGameAsyncOpCompleteCallback Callback)ISaveGameSystemvirtual