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Blueprint Documentation

C++ Documentation


This system lets you save and load data at every Actor creation (when spawned/created/game startup) in every Actor you want. You can save every variable in Unreal and read it easily with the integrated functions! Just supply a variable name and a value for reading/writing. This system is exposed in blueprint and C++, ready for a fast and optimized integration in every scenario, even for AAA games. It comes with two main behaviours, one lets you choose when the writing happens, the another automatically writes data on file!

Technical Details

Features:

  • Ability to save every variable in every Actor with ease.
  • Fast and easy implementation, even in already started projects.
  • Get your saved variables only by writing the assigned name.
  • Multiple saving modes, overridables for single objects when needed.
  • Supports spawned Actors.
  • Compatible with every type of game.
  • Supports World Partition.
  • Powerful and optimized system. Ready for AAA games.
  • C++ Ready, it can be used in blueprint and code without issues.

Code Modules:

  •  AdvancedCheckpoints (Runtime)

Number of C++ Classes: 4

Network Replicated: No

Supported Development Platforms: Windows/MacOS

Supported Target Build Platforms: All

Important/Additional Notes:

ML
MrArgost's Lab
All Assets by Author
24.20 
Platforms Windows 64-bit, iOS, Android, MacOS
UE Versions 5.0 - 5.1
Tags GAME SAVE, SAVE SYSTEM OPTIMIZE, SAVE LOAD, SAVESYSTEM, SAVE, SAVE FILE, BLUEPRINTS, SAVE GAME, SAVEGAME, NoAI, SAVE SYSTEM, CHECKPOINT, CPP
Release date 01.10.2022

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