21 virtual void Initialize(FSubsystemCollectionBase& Collection)
override;
24 void ApplyUserGameSettingsToSaveGame(
const UUserGameSettings* RuntimeSettings =
nullptr)
const;
25 void ApplySaveGameToUserGameSettings(
UUserGameSettings* RuntimeSettings =
nullptr)
const;
27 UFUNCTION(BlueprintCallable, Category =
"Data Management|Settings")
28 void ApplyUserGameSettingsToCurrentGame(
const UUserGameSettings* RuntimeSettings =
nullptr)
const;
32 UFUNCTION(BlueprintCallable, Category =
"Data Management|Settings")
33 bool LoadUserGameSettingsSaveGame();
35 UFUNCTION(BlueprintCallable, Category =
"Data Management|Settings")
36 bool SaveUserGameSettingsSaveGame()
const;
41 return UserGameSettings;
46 return UserGameSettingsSaveGame;
50 bool LoadUserGameSettingsData();
51 bool LoadAndApplyUserGameSettings(
bool& LoadCompletion);
54 UPROPERTY(Transient, BlueprintReadOnly, Category=
"Data Management")
57 UPROPERTY(Transient, BlueprintReadOnly, Category= "Data Management")
60 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category= "Data Management")
61 FString UserGameSettingsSlotName = TEXT("UserGameSettings");
63 UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category= "Data Management")
64 int32 UserGameSettingsSlotUserIndex = 0;