#pragma once #include "CoreMinimal.h" #include "UObject/NoExportTypes.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "SaveGameSnapShot.h" #include "SaveGameLibrary.generated.h" class UObject; UCLASS(Blueprintable) class USaveGameLibrary : public UBlueprintFunctionLibrary { GENERATED_BODY() public: USaveGameLibrary(); UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext")) static bool TryGetSaveGameSnapShot(UObject* WorldContext, const FString& Filename, int32 userIdx, FSaveGameSnapShot& OutSnapShot); UFUNCTION(BlueprintCallable, BlueprintPure) static TMap GetUserSaveGameSlots(const FString& UserId); UFUNCTION(BlueprintCallable, BlueprintPure) static TMap GetAllSaveGameSlots(); };