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BavGames edited this page Jul 23, 2026
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A complete save & load framework for Unreal Engine 5.3+. Add one component, mark your variables as SaveGame, press save - actors, components, physics objects, foliage instances, destroyed actors and player positions all come back exactly as saved, in single player and multiplayer.
| Page | What it covers |
|---|---|
| Step 01: Installation | Enabling the plugin, first look at Project Settings |
| Step 02: Saving Your First Actor | Saveable Component + SaveGame variables + Save/Load nodes |
| Step 03: Saveable Component | Every option on the component |
| Step 04: Functions | Every Blueprint node in the function library |
| Step 05: Project Settings | Every project setting explained |
| Step 06: Player Saving | Per-map player position, pawn policies, possession |
| Step 07: Multiple Maps & Streaming | Per-map data, level streaming, async & streaming saves |
| Step 08: Autosave & Checkpoints | Autosave ring, manual triggers, checkpoints, save blockers |
| Step 09: Multiplayer | Server authority, client sync, what replicates and what does not |
| Step 10: Persistent & Custom Objects | Quest logs, profiles and other non-actor data |
| Step 11: Save Versions & Migration | Updating your game without breaking old saves |
| FAQ | Common questions and troubleshooting |
- Unreal Engine 5.3 or newer
- No C++ knowledge required - everything is exposed to Blueprint
- No third-party dependencies