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Step 08: Autosave & Checkpoints
Turn on Enable Autosave in Project Settings - done. No Blueprint nodes needed.
Every Autosave Interval Seconds the world is saved into a rotating ring of
Autosave Slot Count slots (AutoSave_0, AutoSave_1, ...). The ring resumes correctly
after a restart - it never overwrites the newest autosave first.
Runtime control:
- Start Autosave / Stop Autosave - override the setting at runtime (pause menu toggle)
- Autosave Now - trigger one immediately (after a boss kill, before a level exit)
- Restore Last Autosave - load the newest autosave (your "Continue" button)
- Get Latest Autosave Slot - show "last saved 5 minutes ago" in your UI
Call Autosave Now with Synchronous = true from your quit path (GameMode End Play, quit button). Synchronous matters: an async save started during shutdown is cut off.
A second, independent ring for gameplay moments:
- Checkpoint - saves into the next ring slot (async), returns the slot name. Call it at level milestones, bonfires, arena entrances.
- Restore Last Checkpoint - loads the newest checkpoint (your "retry from checkpoint").
- Ring size: Checkpoint Slot Count in Project Settings.
Autosave and checkpoints do not touch your named slots - MySave, AutoSave_0 and
Checkpoint_0 live side by side.
Some moments must never be saved (mid-cutscene, during a boss phase):
Push Save Blocker (Reason: "Cutscene") ... play cutscene ... Pop Save Blocker (Reason: "Cutscene")
While any blocker is pushed, every save (including autosave) is refused and reports a clean error. Reasons stack, so overlapping systems do not fight.
Next: Step 9: Multiplayer