add_load_game_from_slot_node
Add save-loading logic to a Blueprint by checking if a save exists, loading it, casting to the specified SaveGame class, and storing the reference, with branching for existing or new saves.
Instructions
Add LoadGameFromSlot + DoesSaveGameExist + Cast nodes to a Blueprint.
From Ch. 11: the complete LoadRound macro pattern. Checks if a save file exists, loads it, casts to the SaveGame class, and stores the reference. Uses Branch node to handle both existing and new save files.
Args: blueprint_name: Blueprint to add nodes to slot_name_variable: Variable holding the save slot filename save_game_class: SaveGame Blueprint class name (e.g., "BP_SaveInfo") save_game_variable: Variable to store the loaded SaveGame reference user_index: Player index node_position: [X, Y] graph position for the first node
KB: see knowledge_base/17_GAME_SYSTEMS_COOKBOOK.md#overview Example: add_load_game_from_slot_node(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| user_index | No | ||
| node_position | No | ||
| blueprint_name | Yes | ||
| save_game_class | No | BP_SaveInfo | |
| save_game_variable | No | SaveInfoRef | |
| slot_name_variable | No | SaveSlotName |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |