When it comes to save and load values for your game, C++ is the king. While anything else within Unreal Engine is faster and easier to make with blueprints, actually saving and loading data takes too many nodes within a blueprint.
It could take exactly 15 nodes to store a value to the
*.sav file, and the same amount of nodes in order to load a value and use it.
So, as we started in C++ by creating a class based on the
SaveGame class, the same rule applies for the blueprint method. You will need to create a blueprint based on the
SaveGame class, and in that case, I named it
BellzSaveGame too, just as in the C++ example.
Feel free to add any variables within this blueprint, as those variables will represent ...