
Descripción
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)




