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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.
Used by the Persistent World Pawn policy to link a pawn body to its player. 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