
Descripción
FoxEasySave — Slot-based key-value saving for Blueprints, no USaveGame subclass required
Save and load named values to disk without ever creating a USaveGame subclass. FoxEasySave treats every save as a slot full of typed key-value pairs, with built-in versioning, automatic schema migration, sync and async disk I/O, and a player-profile pattern. Beginner-friendly by design, with a full concept guide included.
Full documentation: https://alchemy-fox.de/FoxEasySave/
Support: [email protected]
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WHAT'S INCLUDED
37 Blueprint Nodes | GameInstance Subsystem | Auto-Versioning + Migration Delegates | Sync & Async (Latent) Disk I/O | Player Profile Pattern | Beginner Concept Guide | Full C++ Source
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FEATURE CATEGORIES
▸ Slot Management (6 Nodes) CreateSlot, DeleteSlot, DoesSlotExist, GetAllSlotNames, GetSlotInfo, DuplicateSlot
▸ Save Values (8 Nodes) SaveString, SaveInt, SaveFloat, SaveBool, SaveVector, SaveTransform, SaveObject, SaveTag
▸ Load Values (8 Nodes) LoadString, LoadInt, LoadFloat, LoadBool, LoadVector, LoadTransform, LoadObject, LoadTag
▸ Value Meta (4 Nodes) HasValue, RemoveValue, GetValueType, GetAllKeys
▸ Disk Operations (4 Nodes) SaveSlot, LoadSlot, SaveSlotAsync, LoadSlotAsync
▸ Versioning (3 Nodes) GetSlotVersion, SetSlotVersion, RegisterMigrationDelegate
▸ Player Profile (4 Nodes) SetActiveProfile, GetActiveProfile, SaveActiveProfileToDisk, SwitchActiveProfile
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KEY FEATURES
1. No USaveGame subclass — A slot is just a name. Skip the boilerplate of defining a save class, casting, and wiring properties; just save and load named values directly.
2. Typed setters and getters — One clear node per type for String, Int, Float, Bool, Vector, Transform, Soft Object Reference, and GameplayTag, so your graphs stay readable.
3. Defaults on load — Every Load node takes a default value. Missing keys never crash and never return nil; you simply get your default back.
4. Auto-versioning with migration — Each slot tracks its own version. Register a migration delegate and old saves are transformed to the new schema automatically on load, without breaking existing player saves.
5. Sync and async disk I/O — Use synchronous SaveSlot and LoadSlot at startup or level transitions, and latent SaveSlotAsync and LoadSlotAsync to save mid-game without frame hitches.
6. Player Profile pattern — Set an active profile slot once, then save and load against it through dedicated profile nodes, including a one-call SwitchActiveProfile that saves the current profile and switches in one step.
7. GameInstance subsystem — Built on UFoxSaveSubsystem, the slot cache persists across level transitions, and BlueprintAssignable events OnSlotSaved, OnSlotLoaded, and OnSlotMigrated let your UI react to save activity.
8. Slot management and metadata — Create, delete, duplicate, and query slots, and read each slot's last-saved time, version, value count, and estimated size for your load menu.
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TECHNICAL DETAILS
Engine: Unreal Engine 5.2-5.4, 5.6-5.7
Type: Code Plugin (C++)
Dependencies: None beyond engine modules (Core, CoreUObject, Engine, GameplayTags)
Platforms: Windows (Win64)
Full C++ source code included
All nodes have detailed tooltips
Network Replicated: No (save state is GameInstance-local; multiplayer sync is out of scope)
Integrates seamlessly into existing projects
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DOCUMENTATION & SUPPORT
Full documentation and node reference : https://alchemy-fox.de/FoxEasySave/
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MISSING A FEATURE?
Need another value type, a different save workflow, or a tweak to fit your project? Reach out at [email protected] — feedback directly shapes future updates to FoxEasySave.
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By Alchemy Fox Studio



