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Added Presets documentation, reorganized quick-start section
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muit committed Oct 27, 2020
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11 changes: 7 additions & 4 deletions Docs/SUMMARY.md
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# Save Extension Documentation

* [1 Installation](installation.md)
* [2 Quick Start](quick-start.md)
- 3 Documentation
* [Asynchronous](docs/asynchronous.md)
* Quick Start
* [Installation](quick-start/installation.md)
* [First Steps](quick-start/first-steps.md)
* [Presets](quick-start/presets.md)
* [Filters](quick-start/filters.md)
- Documentation
* [Multi-threading](docs/multi-threading.md)
* [Configuration](docs/configuration.md)
* [Level Streaming](docs/level-streaming.md)
* [Saving And Loading](docs/saving-and-loading.md)
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26 changes: 19 additions & 7 deletions Docs/quick-start.md → Docs/quick-start/first-steps.md
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# Quick Start
# First Steps

Quick Start will show the basic steps to follow to setup the plugin and start using it at a base level.
First Steps will show the basic steps to follow to setup the plugin and start using it at a base level.

## Setting Up the Project

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![Plugin Enabled](img/plugin_enabled.png)

## Using the Plugin
## Save and Load from Keys

Save Extension requires minimum setup. The only thing you have to do is to call Saving and Loading. Therefore **as an example** we will make a level-blueprint **save** when we press **R** and **load** with **T**.

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**Load Slot from Id** will load world from slot 0

### Something to save
## Selecting Actors and Components to save

Player's rotation and location will always be saved (unless you disable it from [Configuration](docs/configuration.md)) but we can also add to the scene some actors to be saved. They could save variables, physics, positions, etc.
**SaveExtension** doesn't save any actor class or component **by default**.

### Saving a variable
*I know. It is confusing that a save system by default doesn't save, but it will make sense by the end of this page, I promise.*

To save any variable inside an Actor or Component we can just tick "*SaveGame*" on its properties:
To be able to save, we will need to:

1. Create a [**SavePreset**](presets.md) blueprint (that inherits ***USavePreset***)
2. Add actor and component classes relevant to be saved in the game to preset filters
![Filters](img/example-filters.png)
3. Assign the preset inside Project Settings
![Assign Preset](img/default-preset.png)

{% hint style='hint' %} For detailed info see [**Save Presets**](presets.md) and [**Filters**](filters.md) {% endhint %}

## Marking variables to be saved

To save any variable inside an Actor or Component we can just tick "*SaveGame*" on its properties (*however remember that his actor or component class must on the filter*)

![A simple Variable](img/variable.png)

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26 changes: 26 additions & 0 deletions Docs/quick-start/presets.md
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# Presets

A preset is a blueprint that allows the system to know the specifics about how to save the game. It contains all possible options and customizations the system can use.
That includes when, how and what to save, asset names, multithreading, custom logic, etc.



## Create a preset

From the content browser, we can create a normal blueprint inheriting **USavePreset**, or just click *Save Extension -> Save Preset*

![Create Preset](img/content_browser_preset.png)

## Setting the active preset

To set the preset that the system will use when starting up, go to *Project Settings -> Game -> Save Extension*

![image-20201027234636490](img/default-preset.png)

Then we assign our preset class we want to use in **Preset**.

### In Blueprints

The preset can also be changed from blueprints in runtime calling:

![Set Active Preset](img/set-preset-bp.png)

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