Play On Your Hands (Episode 1+2): https://store.steampowered.com/app/17...
Twitter: / oyhgame
Discord: / discord
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Unreal gets a lot of credit over Unity for having certain ubiquitous features built in. Pausing is a good example. A simple node you can drop that just works. The fact that it doesn't have a system to automatically save all an actor's variables, though, to me seems kind of stupid.
I eventually went back on this in favor of manual saves, before converting them further to automatic checkpoints. It's a puzzle game, after all, there's seldom any reason to save in the middle of the action. I don't rely on timing puzzles or difficult setups. That said, I'm still working on the game's save capabilities, believe it or not. It's a bit of a task to wrap my head around.