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Step 03: Saveable Component
Every option on the component, in Details panel order.
On (default): the actor's world transform is saved and restored. Turn off for actors that must never be moved by a load (doors driven by level logic, actors placed by the designer).
On (default): every captured scene component's transform is saved too - this is what brings physics-simulated child meshes back to their exact position. Turn off if you only care about variables.
Which components of this actor get their SaveGame variables captured:
- All Save Game Components (default) - every component that has SaveGame variables
- By Class - only components of the classes listed in Include Component Classes
- Explicit - only components named in Include Component Names
Use By Class / Explicit on very component-heavy actors to keep records small.
On (default): if this level-placed actor is destroyed during play, the save remembers it (a tombstone) and every load keeps it destroyed. Turn off for respawning pickups.
Set automatically when a player possesses the pawn. It marks the pawn as belonging to that player - the world save leaves player pawns alone (their state lives in the player record), and the Persistent World Pawn policy uses it to re-attach a returning player to their body. See Step 06: Player Saving.
- Level-placed actors derive a stable identity from the map path + actor name. It survives sessions, PIE and packaged builds with no setup. Renaming the actor changes its identity - old saves stop matching it.
- Runtime-spawned actors get a random identity at spawn and are respawned from their saved class on load.
Tools > Ultimate Save System > Assign / Repair Save GUIDs scans the open level and fixes duplicate identities (for example after copy-pasting actors between levels). The result is shown as a notification: "Save GUIDs: N assigned, N duplicate(s) re-keyed."
Next: Step 04: Functions