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Média 1 pour l'article Aegis Save & Load System
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Description

Persistent world state for Unreal Engine 5.5 through 5.8. Captures and restores actor and component state across World Partition streaming, level transitions, and play sessions using dirty-tracked incremental snapshots that keep per-frame cost strictly bounded.

Key Features:

• Zero Boilerplate Adoption: Add UAegisPersistenceComponent to any actor and mark variables with Unreal's native SaveGame flag in Blueprint or C++. No mandatory base classes, interfaces, or declaration-altering macros.

• Hitch-Free Incremental Autosaves: Spread serialization across frames under a configurable frame budget (FrameBudgetMilliseconds, default 1.0 ms). Background snapshot passes advance smoothly during active gameplay without dropped frames.

• World Partition & Streaming Safe: Built for external actors, Level Instances (Embedded and Standalone), and runtime streaming cells. Persistent identities survive grid re-partitioning, cell stream cycles, and level unloads.

• Destroyed Actor Reconciliation: Automatically tracks and cleans up actors destroyed in loaded saves (WasDestroyedByLoad).

• Bit-Exact Binary Wire Format v1: Schema-tagged properties, zero-copy section headers, fast Oodle compression, and CRC32 payload checksums with forward/backward migration guarantees.

• Reproducible Benchmark Suite: Ships with an in-engine benchmarking harness (AegisSaveBenchmark) allowing you to verify capture timings directly in your project.

Important Disclosures:

1. First-Save Characteristic: The very first save into a slot writes every persistent record in the world from scratch. Subsequent saves into that slot are incremental and obey your per-frame budget.

2. Change Detection: By default, actors without an explicit change-detection signal are conservatively walked on each save. Use MarkChanged or IAegisPersistenceEvents for sub-millisecond autosaves at scale.

3. Frame Budget Qualification: The frame budget bounds scheduled background capture passes. Mass mutations in a single frame trigger capture-on-write to prevent torn states.

4. Platform Support: Officially supports Windows (Win64).

Technical Information:

• Number of C++ Classes: ~45

• Network Replicated: No (Single-player / Server-authoritative persistence)

• Supported Development & Target Platforms: Windows (Win64)

• Supported Engine Versions: UE 5.5, 5.6, 5.7, 5.8

• Documentation: https://mueeznarejo.github.io/AegisSave/

• Support: [email protected]

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