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Docs/_sidebar.md

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- [Introduction](/?id=save-extension)
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- Quick Start
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- [Installation](quick-start/installation.md)
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- [First Steps](quick-start/first-steps.md)
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- [Presets](quick-start/presets.md)
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- [Filters](quick-start/filters.md)
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- [Slots](quick-start/slots.md)
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- Resources
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- [Actor Settings](resources/actor-settings.md)
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- [Slots](resources/slots.md)
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- [Multithreading](resources/multithreading.md)
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- [Configuration](resources/configuration.md)
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- [Level Streaming](resources/level-streaming.md)
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- [Lifetime Components](resources/lifetime-components.md)
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- [Saving Process](resources/saving-process.md)
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- [Loading Process](resources/loading-process.md)
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- [Credits](credits.md)

Docs/quick-start/filters.md

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Docs/quick-start/presets.md

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#### In Blueprints
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The preset can also be changed from blueprints in runtime calling:
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The preset can also be changed from blueprints in runtime by calling:
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![Set Active Preset](img/set-preset-bp.png)
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## Settings
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![INSERT DETAILS SCREENSHOT HERE]()
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![Preset Details](img/preset-details.png)
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?> All settings have defined tooltips describing what they are used for. Check them moving your mouse over the property.
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?> All settings have **tooltips** describing what they are used for. Check them by moving your mouse over the property.
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A brief overview of the settings available:
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* **Gameplay**: Configures the runtime behavior of the plugin. Debug settings are also inside Gameplay. [Check Saving & Loading](saving&loading.md)
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* **Serialization**: Toggle what to save from the world.
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## Filters
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TODO
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Filters allow us to select which classes will be saved and which classes won't.
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This applies to actors and components and can be edited from the Preset.
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### Allowing classes
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If a class is added to a filter, that class and all its children will be allowed, meaning they will be considered for saving, their properties will be saved, etc.
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![Class allowed](img/filter_class_allowed.png)
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*In the image: We allow Character, so all children character classes will be saved.*
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### Rejected classes
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We can also reject classes from a filter, meaning they wont be considered for saving.
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?> Only children classes of allowed classes will be allowed to be rejected.
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![Rejected class](img/filter_class_rejected.png)
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*In the image: We reject TutorialCharacter from the previous image, essentially saving all characters except TutorialCharacters.*

Docs/resources/actor-settings.md

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# Actor Settings
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---
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Each actor blueprint can have its own configuration which is edited directly inside the blueprint:
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![Open actor settings](./img/actor_settings.png ':size=450')
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This settings get translated into actor tags so they can also be added in C++.
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- **Tags**: Should save actor tags?
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- **Transform**: Should save position, rotation and scale of this actor?
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- **Physics**: Should physics be saved? **Transform** is required to be enabled to save physics.
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!> If you can't see *"Save Settings"* window opened it can be manually opened from **Window -> Save Settings**<br>
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![Open actor settings](./img/open_actor_settings.png ':size=300')

Docs/resources/configuration.md

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