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Step 08: Autosave & Checkpoints

BavGames edited this page Jul 11, 2026 · 3 revisions

Autosave

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

Saving when the game closes

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.

Checkpoints

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.

Save blockers

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

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