Auto Save Load - Load On Start throwing errors

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Jbacal
Posts: 19
Joined: Sun Jan 24, 2021 9:38 pm

Auto Save Load - Load On Start throwing errors

Post by Jbacal »

My project is combining Opsive TPC, UIS and Dialogue System. I have tried to set up the Pixel Crushers save system but perhaps I missed a step or two. As soon as scene starts I get the following errors. Most of the errors appear to have some relationship to the Kinematic Object Manager. The code does seem to be successfully loading and restoring the player's position and rotation, but seeing the error message makes me nervous. Any thoughts about how to get this working properly? Thanks, Jay


transform.position assign attempt for 'Main Camera' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Opsive.UltimateCharacterController.Game.SmoothFixedLocation:SmoothMove(Single) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:66)
Opsive.UltimateCharacterController.Game.KinematicObjectManager:Update() (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:813)


transform.position assign attempt for 'Player' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Opsive.UltimateCharacterController.Game.SmoothFixedLocation:SmoothMove(Single) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:66)
Opsive.UltimateCharacterController.Game.KinematicCharacter:SmoothMove(Single) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:215)
Opsive.UltimateCharacterController.Game.KinematicObjectManager:Update() (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:830)


Error: Unable to find the ItemSet for item 1 My Body (259752473) in category index 0.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.UltimateInventorySystemBridge:OnItemActionEquipUnequip(ItemInfo, Boolean) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/UltimateInventorySystemBridge.cs:313)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.UltimateInventorySystemBridge:OnAddItemToInventory(ItemInfo, ItemStack) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/UltimateInventorySystemBridge.cs:247)
Opsive.Shared.Events.InvokableAction`2:Invoke(ItemInfo, ItemStack)
Opsive.Shared.Events.EventHandler:ExecuteEvent(Object, String, ItemInfo, ItemStack)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:NotifyAdd(ItemInfo, ItemStack) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:381)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:SetItemAmount(Item, Int32, Int32, Boolean) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:261)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem(ItemInfo, Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:225)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem(ItemInfo, ItemStack) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:178)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:AddItem(Item, Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:463)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:AddItems(ListSlice`1) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:499)
Opsive.UltimateInventorySystem.SaveSystem.InventorySaver:DeserializeAndLoadSaveData(Serialization) (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/InventorySaver.cs:128)
Opsive.UltimateInventorySystem.SaveSystem.SaverBase:Load() (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/SaverBase.cs:84)
Opsive.UltimateInventorySystem.SaveSystem.SaveSystemManagerNoDisk:LoadInternal(Int32) (at Assets/Pixel Crushers/Common/Third Party Support/Opsive UIS Support/Scripts/SaveSystemManagerNoDisk.cs:52)
Opsive.UltimateInventorySystem.SaveSystem.SaveSystemManager:Load(Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/SaveSystemManager.cs:216)
PixelCrushers.UISSupport.UISSaver:ApplyData(String) (at Assets/Pixel Crushers/Common/Third Party Support/Opsive UIS Support/Scripts/UISSaver.cs:32)
PixelCrushers.SaveSystem:ApplySavedGameData(SavedGameData) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:625)
PixelCrushers.<LoadSceneCoroutine>d__105:MoveNext() (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:736)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)



Dialogue System: Lua code '{"m_DateTimeTicks":637476132695708533,"m_SaveDataKeys":
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threw exception 'Code has syntax errors:
Line 1, Col 109 'v': Failed to parse Letter of Name.
Line 1, Col 109 'v': Failed to parse Name of VarName.
Line 1, Col 109 'v': Failed to parse 'nil' of NilLiteral.
Line 1, Col 109 'v': Failed to parse Text of BoolLiteral.
Line 1, Col 109 'v': Failed to parse '0'...'9' of Digit.
Line 1, Col 109 'v': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 109 'v': Failed to parse Name of VariableArg.
Line 1, Col 109 'v': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 109 'v': Failed to parse Expr of ExprStmt.
Line 1, Col 102 's': Failed to parse Letter of Name.
Line 1, Col 102 's': Failed to parse Name of VarName.
Line 1, Col 102 's': Failed to parse 'nil' of NilLiteral.
Line 1, Col 102 's': Failed to parse Text of BoolLiteral.
Line 1, Col 102 's': Failed to parse '0'...'9' of Digit.
Line 1, Col 102 's': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 102 's': Failed to parse Name of VariableArg.
Line 1, Col 102 's': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 102 's': Failed to parse Expr of ExprStmt.
Line 1, Col 109 'v': Failed to parse Letter of Name.
Line 1, Col 109 'v': Failed to parse Name of VarName.
Line 1, Col 109 'v': Failed to parse 'nil' of NilLiteral.
Line 1, Col 109 'v': Failed to parse Text of BoolLiteral.
Line 1, Col 109 'v': Failed to parse '0'...'9' of Digit.
Line 1, Col 109 'v': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 109 'v': Failed to parse Name of VariableArg.
Line 1, Col 109 'v': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 109 'v': Failed to parse Expr of ExprStmt.
Line 1, Col 102 's': Failed to parse Letter of Name.
Line 1, Col 102 's': Failed to parse Name of VarName.
Line 1, Col 102 's': Failed to parse 'nil' of NilLiteral.
Line 1, Col 102 's': Failed to parse Text of BoolLiteral.
Line 1, Col 102 's': Failed to parse '0'...'9' of Digit.
Line 1, Col 102 's': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 102 's': Failed to parse Name of VariableArg.
Line 1, Col 102 's': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 102 's': Failed to parse Expr of ExprStmt.
Line 1, Col 109 'v': Failed to parse Letter of Name.
Line 1, Col 109 'v': Failed to parse Name of VarName.
Line 1, Col 109 'v': Failed to parse 'nil' of NilLiteral.
Line 1, Col 109 'v': Failed to parse Text of BoolLiteral.
Line 1, Col 109 'v': Failed to parse '0'...'9' of Digit.
Line 1, Col 109 'v': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 109 'v': Failed to parse Name of VariableArg.
Line 1, Col 109 'v': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 109 'v': Failed to parse Expr of ExprStmt.
Line 1, Col 102 's': Failed to parse Letter of Name.
Line 1, Col 102 's': Failed to parse Name of VarName.
Line 1, Col 102 's': Failed to parse 'nil' of NilLiteral.
Line 1, Col 102 's': Failed to parse Text of BoolLiteral.
Line 1, Col 102 's': Failed to parse '0'...'9' of Digit.
Line 1, Col 102 's': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 102 's': Failed to parse Name of VariableArg.
Line 1, Col 102 's': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 102 's': Failed to parse Expr of ExprStmt.
Line 1, Col 16 'k': Failed to parse Letter of Name.
Line 1, Col 16 'k': Failed to parse Name of VarName.
Line 1, Col 16 'k': Failed to parse 'nil' of NilLiteral.
Line 1, Col 16 'k': Failed to parse Text of BoolLiteral.
Line 1, Col 16 'k': Failed to parse '0'...'9' of Digit.
Line 1, Col 16 'k': Failed to parse (Digit)+ of FloatNumber.
Line 1, Col 16 'k': Failed to parse Name of VariableArg.
Line 1, Col 16 'k': Failed to parse firstTerm of OperatorExpr.
Line 1, Col 16 'k': Failed to parse Expr of ExprStmt.
Line 1, Col 12 'e': Failed to parse Letter of Name.
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Tony Li »

Hi Jay,

Assign unique Keys to all of your savers (UCC Saver, UIS Saver, Dialogue System Saver, etc.). That should clear up some of the errors. If any errors remain, please post the ones that remain.
Jbacal
Posts: 19
Joined: Sun Jan 24, 2021 9:38 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Jbacal »

Hi Tony,

I used the "assign unique keys" menu command and this cleared up the lua code error. Unfortunately, the other 3 errors still remain. Thanks for the help.


transform.position assign attempt for 'Main Camera' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Opsive.UltimateCharacterController.Game.SmoothFixedLocation:SmoothMove(Single) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:66)
Opsive.UltimateCharacterController.Game.KinematicObjectManager:Update() (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:813)


transform.position assign attempt for 'Player' is not valid. Input position is { NaN, NaN, NaN }.
UnityEngine.Transform:set_position(Vector3)
Opsive.UltimateCharacterController.Game.SmoothFixedLocation:SmoothMove(Single) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:66)
Opsive.UltimateCharacterController.Game.KinematicCharacter:SmoothMove(Single) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:215)
Opsive.UltimateCharacterController.Game.KinematicObjectManager:Update() (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:830)


Error: Unable to find the ItemSet for item 1 My Body (259752473) in category index 0.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.UltimateInventorySystemBridge:OnItemActionEquipUnequip(ItemInfo, Boolean) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/UltimateInventorySystemBridge.cs:313)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.UltimateInventorySystemBridge:OnAddItemToInventory(ItemInfo, ItemStack) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/UltimateInventorySystemBridge.cs:247)
Opsive.Shared.Events.InvokableAction`2:Invoke(ItemInfo, ItemStack)
Opsive.Shared.Events.EventHandler:ExecuteEvent(Object, String, ItemInfo, ItemStack)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:NotifyAdd(ItemInfo, ItemStack) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:381)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:SetItemAmount(Item, Int32, Int32, Boolean) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:261)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem(ItemInfo, Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:225)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem(ItemInfo, ItemStack) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:178)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:AddItem(Item, Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:463)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:AddItems(ListSlice`1) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:499)
Opsive.UltimateInventorySystem.SaveSystem.InventorySaver:DeserializeAndLoadSaveData(Serialization) (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/InventorySaver.cs:128)
Opsive.UltimateInventorySystem.SaveSystem.SaverBase:Load() (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/SaverBase.cs:84)
Opsive.UltimateInventorySystem.SaveSystem.SaveSystemManagerNoDisk:LoadInternal(Int32) (at Assets/Pixel Crushers/Common/Third Party Support/Opsive UIS Support/Scripts/SaveSystemManagerNoDisk.cs:52)
Opsive.UltimateInventorySystem.SaveSystem.SaveSystemManager:Load(Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/SaveSystemManager.cs:216)
PixelCrushers.UISSupport.UISSaver:ApplyData(String) (at Assets/Pixel Crushers/Common/Third Party Support/Opsive UIS Support/Scripts/UISSaver.cs:32)
PixelCrushers.SaveSystem:ApplySavedGameData(SavedGameData) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:625)
PixelCrushers.<LoadSceneCoroutine>d__105:MoveNext() (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:736)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Tony Li »

Hi,

Does the save and load of the UCC integration's example scene work correctly?

If so, compare the character setup there to your scene.

You might want to make a scene with your UCC character but not UIS. In other words, make sure you can save and load a UCC character first. Then add in UIS and the integration.
Jbacal
Posts: 19
Joined: Sun Jan 24, 2021 9:38 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Jbacal »

Hi Tony,

I'm making some progress on the errors except for one error.

I eliminated the "transform.position assign attempt for 'Main Camera' is not valid" and "transform.position assign attempt for 'Player' is not valid." errors by adding a Timed Event component with a 4 frame timer set to activate the Auto Save Load component.

I later discovered that you had suggested this solution in a note in the "Opsive Ultimate Inventory System Support" section of the documentation. Perhaps consider including this note in the "Save System" section in addition..

I am still getting an error about whatever weapon is currently equipped by the player at the save point. The error talks about not being able to find the ItemSet for the weapon. I wonder if this has anything to do with fact that my project has no Item Set Manager. Instead it has the Inventory System Item Set Manager. I tried adding both scripts with no success.

Do you happen to have a basic scene that combines the Opsive Third Person Controller and the Ultimate Inventory System along with the Save System of the Dialogue System?

Do you have any other things I can try to get rid of the "Unable to find the ItemSet for item" error?

Thanks for your time and knowledge,
Jay

Below is a print out of the console error:

Error: Unable to find the ItemSet for item 1 My Sword (981394677) in category index 0.
UnityEngine.Debug:LogError(Object)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.UltimateInventorySystemBridge:OnItemActionEquipUnequip(ItemInfo, Boolean) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/UltimateInventorySystemBridge.cs:313)
Opsive.UltimateCharacterController.Integrations.UltimateInventorySystem.UltimateInventorySystemBridge:OnAddItemToInventory(ItemInfo, ItemStack) (at Assets/Opsive/UltimateCharacterController/Integrations/UltimateInventorySystem/Scripts/UltimateInventorySystemBridge.cs:247)
Opsive.Shared.Events.InvokableAction`2:Invoke(ItemInfo, ItemStack)
Opsive.Shared.Events.EventHandler:ExecuteEvent(Object, String, ItemInfo, ItemStack)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:NotifyAdd(ItemInfo, ItemStack) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:381)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:SetItemAmount(Item, Int32, Int32, Boolean) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:261)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem(ItemInfo, Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:225)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemSlotCollection:AddItem(ItemInfo, ItemStack) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemSlotCollection.cs:178)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:AddItem(Item, Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:463)
Opsive.UltimateInventorySystem.Core.InventoryCollections.ItemCollection:AddItems(ListSlice`1) (at Assets/Opsive/UltimateInventorySystem/Scripts/Core/InventoryCollections/ItemCollection.cs:499)
Opsive.UltimateInventorySystem.SaveSystem.InventorySaver:DeserializeAndLoadSaveData(Serialization) (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/InventorySaver.cs:128)
Opsive.UltimateInventorySystem.SaveSystem.SaverBase:Load() (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/SaverBase.cs:84)
Opsive.UltimateInventorySystem.SaveSystem.SaveSystemManagerNoDisk:LoadInternal(Int32) (at Assets/Pixel Crushers/Common/Third Party Support/Opsive UIS Support/Scripts/SaveSystemManagerNoDisk.cs:52)
Opsive.UltimateInventorySystem.SaveSystem.SaveSystemManager:Load(Int32) (at Assets/Opsive/UltimateInventorySystem/Scripts/SaveSystem/SaveSystemManager.cs:216)
PixelCrushers.UISSupport.UISSaver:ApplyData(String) (at Assets/Pixel Crushers/Common/Third Party Support/Opsive UIS Support/Scripts/UISSaver.cs:32)
PixelCrushers.SaveSystem:ApplySavedGameData(SavedGameData) (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:625)
PixelCrushers.<LoadSceneCoroutine>d__105:MoveNext() (at Assets/Plugins/Pixel Crushers/Common/Scripts/Save System/SaveSystem.cs:736)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Tony Li »

Hi,

Have you unticked the UCC Saver's Save Inventory checkbox? You can leave that checkbox unticked because inventory is handled by UIS.

I have an example scene for UCC, but not one for TPC. Do you have access to UCC? If not, and if unticking Save Inventory doesn't resolve all of the issues, let me know and I'll put together a TPC example.
Jbacal
Posts: 19
Joined: Sun Jan 24, 2021 9:38 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Jbacal »

Hi Tony,

Yes, I doubled checked that the UCC Saver's Save Inventory checkbox is unticked.

I only have TPC and UIS (plus Dialogue System and now Quest Machine too). If you can put together a test example that integrates TCP, UIS and Dialogue System with the Save System (and Quest Machine if possible also) that would be so great!

If you would prefer to check out my test scene, I'm happy to share my Github project with you.


Thanks,
Jay
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Tony Li »

Hi Jay,

Here's an example scene exported from Unity 2019.4:

DS_TPC_UIS_SaveLoadExample_2021-02-01.unitypackage

To set it up, I did the following:
  • Created a new Unity 2019.4 project.
  • Imported TPC 2.2.8.
  • Imported UIS 1.1.4.
  • Imported DS 2.2.15.
  • Used the TPC Main Manager to set up the project.
  • Imported the TPC UIS integration.
  • Imported the DS UIS integration.
  • Imported the DS TPC integration.
  • Added the scripting define symbol "UIS".
  • Copied and opened the TPC UIS demo scene.
  • Did the DS UCC setup steps:
    - Added a Dialogue Manager prefab. Added SaveSystem, PlayerPrefsSavedGameDataStorer, and JsonDataSerializer components.
    - Stopped there. Since this scene tests saving and loading, didn't bother to add Converse ability.
  • Did the DS UIS setup steps:
    - Replaced SaveSystemManager with SaveSystemManagerNoDisk (optional for testing).
    - Added a UISSaver to the player (Nolan) and set a unique key.
    - Set up the test save menu as directed in the setup instructions.
Jbacal
Posts: 19
Joined: Sun Jan 24, 2021 9:38 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Jbacal »

Thank you Tony for putting so much time into helping me try to solve this problem. Your example project is working on my machine so that's very hopeful! Now I just have to figure out exactly what specifically is causing the problem in my project.

I suspect that it's related to the problem in this thread but their "solution" doesn't help me.

https://www.opsive.com/forum/index.php? ... mset.3669/

I may try using the inventory database from the example and rebuild my project from there. I will report back if I find the culprit.

Best wishes,
Jay
User avatar
Tony Li
Posts: 21926
Joined: Thu Jul 18, 2013 1:27 pm

Re: Auto Save Load - Load On Start throwing errors

Post by Tony Li »

Hi Jay,

If that doesn't work, feel free to send me a reproduction project and reproduction steps.
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