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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.

BuildingStates

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.)

S_BuildingStateSave

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.

S_BuildingArchitecturalComponents