docs: Update C++ integration guide and blueprint specifications for various systems, adding detailed setup instructions and clarifying implementation statuses
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**File:** [`Content/Framework/Save/I_Persistable`](Content/Framework/Save/I_Persistable.uasset)
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> **⚡ C++ Status: Full Implementation** — Defined in `Source/PG_Framework/Public/Core/I_InterfaceLibrary.h` as `BlueprintNativeEvent`. **Do NOT create a Blueprint Interface asset.** On any actor that needs save/load: Class Settings → Interfaces → Add → `UPersistable`. Override `On Save`, `On Load`, `Get Save Tag`, `Needs Save`. See `docs/developer/cpp-integration-guide.md`.
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>
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> ---
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**Purpose:** Interface for any Actor or Component in the world that needs to save or restore per-instance state. Implemented by doors, containers, lootable objects, hidden collectibles, puzzle elements, destructibles, and any other persistent world actor.
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**Depends On:** None
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