Public PlayerDataStorageViewModel ViewModel Public partial class PlayerDataStorageView : UserControl Open and set up the DataContext and placeholder event handler:.Here we have a straightforward UI with a ListView to display our files and buttons to query, upload, download, duplicate, and delete files.Create a new User Control in the Views folder called PlayerDataStorageView:.Once you’ve done that, we can start by implementing querying files: If you haven’t read the previous article on Title Storage, please read through the “ EncryptionKey and CacheDirectory additions to SDK initialization” section to learn about how files are encrypted and cached. Player Data Storage Client Policy allowed features and actions Querying files and getting file metadata Tick the boxes next to the “access”, “delete”, and “copy” actions, as we’ll implement all these functionalities.Scroll down to Features and click on the toggle button next to Player Data Storage.Click on the three dots next to the client policy you’re using and click on Details.Navigate to your product > Product Settings in the left menu and click on the Clients tab in the product settings screen.You can read more about the differences in the documentation.Īs with all services, we have to add the appropriate actions to our Client Policy: You can use Player Data Storage to implement cross-save functionality for all your players. While both implementations can be used to store player save data in the cloud, Player Data Storage is more flexible as it can be used to store/retrieve any files on any platform, regardless of which store the game is distributed through. EGS Cloud Saves don’t require API implementation, as the feature is configured for the Epic Games Store directly and managed via the Epic Games Launcher. Epic Games Store Cloud Savesīefore we dive into Player Data Storage, it’s worth calling out that the Epic Games Store (EGS) has a related feature called Cloud Saves. Querying files and getting file metadata.
It’s important to know that Player Data Storage is player-authoritative, so you should not use it in situations where tampering could lead to cheating (for example inventory management). We covered the differences between Title Storage and Player Data Storage in that post, so in this one we’ll use the latter to save and retrieve player data to and from the cloud. In the previous article in our EOS getting started series, we covered retrieving game-specific data from the cloud using Title Storage.