Generals instances Setting.
If this is uncheck, instances settings will be readonly and the construction of the master will be faster.
Editor Instance Name
Show you what is the current instance in editor.
Start Game Instance Name
Show you what is the instance your application will start with.
Serialize All/Deserialize All
Will (De)serialize all archives in editor.
The list of instance you use in editor or you want to export in your game.
Instance created in PIE will be back in editor (in pre made instances) at the end of a session.
Auto Clean PIE
Instances created in a PIE session will be deleted at the end of a session.
Tha will be part of a full documentation page (not avalaible now).
Per instance Options
That will make this instance the current instance in editor.
Your game will start with this instance.
This instance will be part of your Content folder, use this if you want to export an instance within your application. You must add “DtArchives/” as an ‘Additional Non Asset Directory to Package’ (or To copy) in “project Settings/Packaging/Packaging/” (bottom of the advanced part).
Use this instance as any other.
In game, you can load, deserialize and copy from a readOnly instance but you cannot save, serialize and copy to it. That does not throw errors and will just do nothing.
This does not affect editor.
It allow you to empty, copyTo(using OtherID) and delete this instance fastly in editor.
An instance in PreMade Instances Array.
You’ll use this if you want to store things that don’t change from one instance to another. You can for exemple store language or overall settings of your app in a static archive.
You don’t create statics instances but an archive can override instance. That will make this archive not to be part of the current dynamic instance and then be static.
OverrideInstance is an archive’s setting.
Related Tutorial : InstanceObjects
Each instance have an object for your own use. These objects are here to store informations about instance. You will use that for store thumbnails, date, savegame, name or what you want… You’ll use your own class.
Each instance can have its own instanceObject class.
InstanceObjects are used the same way than other objects (can receive events, have deepObjects etc) but for identification you use an InstanceID and these cannot self serialize, you’ll use SaveInstanceObject instead.
The instance setting : persistantInstance will load your instanceObjects before any beginPlay events.
In the images below, we are using a button (blueprint widget) as instance object.
Related documentation : Identifiers
An InstanceID is an identifier that represent an instance.
Instance none is a special instance that cannot be read neither be written. You call this instance by not connecting an instance pin or using a hash of 0. Swap to this instance will set your app in a no instance state where only static instances can be used.
Limitations about hashed InstanceId:
Use hashed instanceID only for pre-made instances or instance created from int.