Buildings states savings (Such as Vehicle savings at Garage etc.)
Save and restore the states of buildings, including vehicle storage in garages, enabling dynamic environments that reflect player actions.
Refer SV_SaveGame
and under ComprehensiveSaveData
variable's Building States
used to save the meta-data related to saving the individual states of the buildings.
Building States
field is define as an array of S_BuildingStateSave
struct type. (Content> SaveGameSystem > Data > Structs > Saves > Building
) Considering S_BuildingStateSave
, it tags each building class with a unique ID and holds another struct called S_BuildingArchitecturalComponents
to hold the Architectural Components related a give building class such as Garage, Pool etc. (Note that, the idea of having seperate struct for handling Architectural Components is that give the flexibility to the developers to save the states of those components as well.)
For instance, if we refer S_BuildingArchitecturalComponents
struct then it has a field called Garage
that defines as a struct called S_GarageStateSave
which again tags each garage class with a unique ID and holds its meta-data. Likewise, you can introduce more structs to this S_BuildingArchitecturalComponents
to handle the states of the building architectural components.