Uploading and Downloading
Upload a file
Call Put Object with:
| Field | Value |
|---|---|
| File | The full path to the file on disk, for example from Project Saved Directory and the file name. |
| Bucket | The bucket. |
| Key | The name of the object in the bucket, for example saves/Player1/slot1.sav. |
| Metadata | Optional key-value pairs stored with the object. |
The node fails with File ... not found if the file doesn't exist.
Download a file
Call Get Object with:
| Field | Value |
|---|---|
| Bucket | The bucket. |
| Key | The object to download. |
| File Save Path | The folder to save the file in, for example Project Saved Directory + Downloads. |
| Custom File Name | Optional. If empty, the file is saved with the Key as name. A key with / creates subfolders. |
| Range | Optional, to download part of the file. See Downloading Large Files. |
The folders are created if they don't exist.
Always set File Save Path. If it is empty, the file is saved relative to the working directory of the game, which is usually not where you want it.
The plugin refuses to write outside File Save Path, for example when a key contains ../. The node then fails with Refusing to write outside of FileSavePath.
List files
List Objects V2 lists the objects in a bucket. Set Prefix to list one folder, for example saves/Player1/. It returns at most 1000 objects per call. If Is Truncated is true, call it again with Continuation Token set to the Next Continuation Token from the result.
Check if a file exists
Head Object returns the size, last modified time and metadata of an object without downloading it. It fails with RESOURCE_NOT_FOUND if the object doesn't exist.