Skip to content
BavGames edited this page Jul 23, 2026 · 7 revisions

Ultimate Save System

Ekran görüntüsü 2026-07-23 093726

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.


Pages

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

Requirements

  • Unreal Engine 5.3 or newer
  • No C++ knowledge required - everything is exposed to Blueprint
  • No third-party dependencies

Quick links

  • Fab listing: (link)
  • Discord: (link)
  • Support: see the README inside the plugin

Clone this wiki locally