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الوسائط 1 للقائمة Save & Load System — Plug & Play for UE5
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الوصف

Watch it in action: Video
Try it before you buy: Itch.io

Add a component. Mark your variables. Call GYB_SaveGame. That's the entire integration.

GYBSaveLoadSystem is a Blueprint-friendly save and load plugin built for UE5. No boilerplate, no subclassing, no custom serialization code. It works with any actor and any variable type marked with the SaveGame flag.

Features

  • Add GYBSaveableComponent to any actor — level-placed or runtime-spawned

  • Mark variables with the SaveGame flag — the plugin handles serialization automatically

  • Save and load with two Blueprint nodes: GYB_SaveGame and GYB_LoadGame

  • Full error handling via EGYBSaveResult — Success, SlotEmpty, FileCorrupted, UnknownError

  • Multiple save slots with metadata — slot name, date, level name, play time

  • Runtime actor support — spawned actors are saved and respawned automatically on load

  • Actor references — saved as UniqueIDs and resolved automatically on load

  • GameInstance serialization — automatic, no extra setup needed

  • OnDataRestored event — fires after load for post-restore visual and logic updates

  • Configurable limits via Project Settings — Max Registered Objects, Max Save Slots

  • Demo project included with working UI and test actors

Supported variable types

Primitives: bool, int32, int64, float, double, byte
Strings: FString, FName, FText
Math: FVector, FRotator, FTransform, FLinearColor, FColor
Containers: TArray, TMap, TSet of any supported type
Custom structs: any USTRUCT with SaveGame properties
Actor references: actors with GYBSaveableComponent

Technical information

Engine versions: UE 5.3, 5.4, 5.5, 5.6, 5.7
Number of C++ classes: 6
Number of Blueprint nodes: 6
Network replicated: No
Supported platforms: Windows

Documentation
Github Docs

Support
GitHub Issues: Github Support
Discord: Discord Support (recommended)

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