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FAQ & Troubleshooting
- Does it have a Saveable Component?
- Are the variables ticked Save Game?
- Turn on Verbose Logging (Project Settings > Debug) and search the Output Log for
captured- your actor's name should appear during a save.
Renaming a level-placed actor changes its save identity: the old record no longer matches, the actor is treated as missing and (with Respawn Missing Level Actors on) respawned next to the renamed one. Delete old saves after renaming actors, or avoid renaming shipped actors.
They do - On Loaded fires on clients too. If you see defaults, check the client log for the lines in Step 9. Most often the PIE Net Mode is Play Standalone, which has no networking at all.
You probably saved after the player already disconnected. Save while in game, or call Autosave Now (Synchronous = true) from a quit path where players are still connected.
Nothing to do - writes are atomic and a .bak of the previous save is kept
(Keep Backup File setting). A corrupt file fails CRC and the load recovers from the backup
automatically; the result struct reports Recovered From Backup = true.
Adding or removing variables never breaks saves (serialization is name-based). Class renames and removals need a migration step - a full walkthrough with the built-in Class Remap and Drop Class steps is in Step 11: Save Versions & Migration.
YourProject/Saved/SaveGames/ (packaged: the project's Saved folder), unless you set
Default Save Directory. A slot is one .sav file plus sidecars: .players (player
records), .global (persistent/custom objects), and optionally .bak backups.
Streamed cells behave like sub-levels: data is chunked per level key, and cells load their chunk when shown. Identity is package-path based, so engine version updates do not break identities.
The streaming path is built for millions of records: chunked files, one sub-chunk resident at a time, a per-frame time budget and a memory ceiling. See Step 7 and tune the three Performance settings.
Obfuscate Files adds light tamper deterrence, not real security. For a competitive game, treat client-side saves as untrusted regardless of encryption - that is why multiplayer saving is server-only.
Everything logs under LogUSS. The two most useful lines:
Save 'Slot': wrote N record(s) ...
Restore: N in place, N respawned, N tombstoned, N skipped, N removed (X ms)
Turn on Verbose Logging for per-actor detail. When asking for support, paste the lines
around the first Warning: - the startup line includes the plugin version.