NakatomiGameInstance Save updates
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@ -71,7 +71,7 @@ UNakatomiSaveGame* UNakatomiGameInstance::CreateNewSaveGame(FString PlayerName)
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if (UNakatomiSaveGame* Save = Cast<UNakatomiSaveGame>(
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if (UNakatomiSaveGame* Save = Cast<UNakatomiSaveGame>(
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UGameplayStatics::CreateSaveGameObject(UNakatomiSaveGame::StaticClass())))
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UGameplayStatics::CreateSaveGameObject(UNakatomiSaveGame::StaticClass())))
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{
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{
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SaveGameObject->PlayerName = PlayerName;
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Save->PlayerName = PlayerName;
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if (UGameplayStatics::SaveGameToSlot(Save, PlayerName, 0))
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if (UGameplayStatics::SaveGameToSlot(Save, PlayerName, 0))
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{
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{
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@ -45,7 +45,7 @@ public:
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UNakatomiSaveGame* LoadGameFromSlot(FString SaveSlotName);
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UNakatomiSaveGame* LoadGameFromSlot(FString SaveSlotName);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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bool SaveGame(bool ResetDefaults);
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bool SaveGame(bool ResetDefaults = false);
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UFUNCTION(BlueprintCallable)
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UFUNCTION(BlueprintCallable)
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UNakatomiSaveGame* GetSaveGameObject();
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UNakatomiSaveGame* GetSaveGameObject();
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