
설명
Pulse Save is a lightweight, asynchronous runtime save system for Unreal Engine. Instead of directly serializing heavy, live gameplay actors, Pulse Save uses explicit Save Models. This decouples transient engine states (components, delegates, UI) from your actual persistent data—keeping your saves fast, clean, and bug-free.
Key Features
Data-Model Architecture: Decouples live game objects from saved data. Save only what you need—no leftover transient state.
Fully Asynchronous & Chunked Processing: Prevents frame drops during large save/load operations with configurable timeouts, prioritization, and progress tracking.
Dual Slot Systems:
Engine Slot: Standard Unreal Engine save compatibility.
Pulse Slot: Advanced directory-based system with atomic writes, multi-file entries, metadata files, and .bak file recovery.
Built-in Migration System: Easily handle game updates! Includes version chaining, class redirects, and automatic property fallback without breaking existing player saves.
Flexible Collection Methods:
Actor Collector: Automatically scans the world for saveable objects.
Register Collector: Perfect for runtime-spawned actors, non-actor objects, and game subsystems.
Custom Collectors: Fully extendable base classes.
Static Models: Read and write global data (e.g., playtime, settings, play counts) directly from slots—ideal for main menus and save-slot selection screens.
In-Editor Debugging & Reports: Generates detailed JSON logs per process. Inspect failures, duration, and migrations via the custom Pulse Save Reports editor tab.
C++ & Blueprint Ready: Fully exposed to Blueprints with specialized Async Nodes (Succeeded / Failed execution pins) and flexible C++ interfaces.
How It Works (4-Step Workflow)
Implement: Add IPulseSaveInterface to your Actor or Object.
Setup: Create a Pulse Save Manager, assign a Save Game object, and attach your preferred Collector.
Execute: Call Save or Load asynchronously and listen for completion events.
Store: Write the resulting save game directly to an Engine or Pulse Slot.



