0x0000goto [EntryPoint];0x000ALabel_000A:0x000APrintString(nullptr, "Game has been saved", true, true, LinearColor{0f, 0.66f, 1f, 1f}, 2f);0x0053goto Label_01C1;0x0058Label_0058:0x0058CallFunc_CreateSaveGameObject_ReturnValue = CreateSaveGameObject(/Game/Production/Blueprints/Player/BP_Save.BP_Save_C);0x0075this.Save = CallFunc_CreateSaveGameObject_ReturnValue;0x0096CallFunc_SaveGameToSlot_ReturnValue = SaveGameToSlot(this.Save, "1", 0);0x00C9if (!(CallFunc_SaveGameToSlot_ReturnValue)) goto Label_01C1;0x00D7goto Label_000A;0x00DCK2Node_DynamicCast_AsW_Set_Resolution = Cast<W_SetResolution_C>(SetResolution);0x0100K2Node_DynamicCast_bSuccess = Cast<71>(K2Node_DynamicCast_AsW_Set_Resolution);0x011Dif (!(K2Node_DynamicCast_bSuccess)) goto Label_01C1;0x012BK2Node_DynamicCast_AsW_Set_Resolution.Save = this;0x014CK2Node_DynamicCast_AsBP_Player = Cast<BP_Player_C>(Player);0x0170K2Node_DynamicCast_bSuccess_1 = Cast<71>(K2Node_DynamicCast_AsBP_Player);0x018Dif (!(K2Node_DynamicCast_bSuccess_1)) goto Label_01C1;0x019BK2Node_DynamicCast_AsBP_Player.Save = this;0x01BCgoto Label_0058;0x01C1Label_01C1:0x01C1return;