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Step 05: Project Settings
BavGames edited this page Jul 23, 2026
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Edit > Project Settings > Plugins > Ultimate Save System. Everything here works with the defaults; change settings only when you know why.
| Setting | Meaning |
|---|---|
| Game Version (1) | Your save-data version. Bump it when you add a migration step. |
| Migration Steps | Migration classes chained on load to upgrade older saves. See FAQ for a walkthrough. |
| Setting | Meaning |
|---|---|
| Compression Method (Zlib) | Applied per chunk. Zlib is the right choice for almost everyone. |
| Setting | Meaning |
|---|---|
| Capture Budget Ms Per Frame (2.0) | Game-thread milliseconds an async/streaming save or load may spend per frame. Lower = smoother, slower; higher = faster, may hitch. |
| Streaming Memory Ceiling MB (256) | Memory cap for streamed chunks during restore. |
| Max Records Per Chunk (2048) | Actors per streamed sub-chunk. Smaller = lower peak memory, larger = better compression. |
| Setting | Meaning |
|---|---|
| Save World Actors (on) | Capture actors that carry a Saveable Component. |
| Respawn Missing Level Actors (on) | A saved level actor that was deleted from the level is respawned on load. Turn off if the current level design should win over old saves. |
| Save Players (on) | Capture per-player state. |
| Save Persistent Objects (on) / Save Custom Objects (on) | Capture registered objects. |
| Capture World On Teardown (on) | Snapshot the world when a map change/quit starts, so an End Play save writes real state. Turn off for huge worlds (one capture per map change). |
| Setting | Meaning |
|---|---|
| Server Authoritative Only (on) | Only the server saves/loads. v1.0 supports this mode only. |
| Restore Late Joiners (on) | A player who joins after a load gets their saved record applied. |
| Save Players On Logout (on) | A departing player's state is written to the active slot the moment they leave - quit or connection loss. Off: it is still kept in memory and written with the next save. |
| Player Pawn Policy | Restore Into Current Pawn (default, session games) or Persistent World Pawn (survival). See Step 06. |
| Auto Possess Saved Pawn (off) | Persistent World Pawn only: possess the found body automatically. Off = you decide, via Find Player Pawn / Possess Saved Player Pawn. |
| Setting | Meaning |
|---|---|
| Enable Autosave (off) | Master toggle. When on, autosave runs with zero Blueprint work. |
| Autosave Interval Seconds (300) | Time between autosaves. |
| Autosave Slot Count (3) | Rotating autosave slots (AutoSave_0, AutoSave_1, ...). |
| Checkpoint Slot Count (3) | Ring size used by the Checkpoint node. |
| Setting | Meaning |
|---|---|
| Keep Backup File (on) | Keep a .bak of the previous save; corrupt saves recover from it automatically. |
| Obfuscate Files (off) | Light tamper deterrence. Not real encryption. |
| Default Save Directory (empty) | Override for the save folder, relative to Saved/. Empty = Saved/SaveGames. |
| Setting | Meaning |
|---|---|
| Verbose Logging (off) | All diagnostic LogUSS lines: what was captured/restored per actor and per player, timings, multiplayer sync progress. Off = only warnings and errors. Turn on when something looks wrong, and read the Output Log. |
Next: Step 06: Player Saving