
Descrição
What Is Ultimate Save System?
➸ Ultimate Save System is a complete save & load framework for Unreal Engine 5 - built for real games: multiplayer, large open worlds, physics objects, foliage, and everything in between.
➸ The system is fully server-authoritative, supports multiplayer and single-player, and is written in C++ with full Blueprint access - no C++ knowledge required to use it.
➸ Add one component, mark your variables as SaveGame, press save. Actors, components, transforms, physics-simulated meshes, instanced meshes, destroyed actors and per-map player positions are all restored exactly as saved.
➸ It is the only save system that mirrors the loaded state to multiplayer clients automatically: positions, component data, SaveGame variables and On Loaded events reach every client - late joiners included.
Lightweight, chunked, streamed - built to scale from a single room to an open world.
100% multiplayer ready replication
🎥 Feature Overview Video
📚 Example Tuturoial Video
🎮 Example Demo - Try it, before you buy it!
💨 Example Project - It will make the setup feel like a breeze
📚 Documentation - Discover how it functions
💬 Discord - Feel free to drop by and ask questions
🛠️ KEY FEATURES
Save & Load Core
Sync, async and streaming (time-sliced, per-frame budget) save & load
One component setup - mark variables as SaveGame and you are done
Physics-simulated components restored in the correct world position
ISM / HISM / foliage instance transforms captured and restored
Runtime-spawned actors respawned, destroyed actors stay destroyed
On Saved / On Loaded events on every actor and component
Multiplayer & Networking
Fully server-authoritative saving and loading
Loaded state automatically mirrored to all clients - including late joiners
Delta replication in paced batches, quantized transforms
Zero network cost when idle (dormancy)
Works in Single Player, Listen Server, and Dedicated Server
Large Worlds & Performance
Save files chunked per map - each map loads only its own data
Level streaming and sub-level support out of the box
Unchanged actors cost nothing to restore
No tick-based logic anywhere in the system
Data Safety
Atomic writes with automatic backup
CRC-verified files with automatic corruption recovery
Save version migration chain - update your game without breaking old saves
Save blockers to prevent saving at the wrong moment
Autosave & Player Handling
Autosave ring with configurable interval and slot count
Manual autosave trigger and checkpoints
Per-map player position and camera rotation
Inventory and stats travel with the player across maps
Persistent objects that survive map changes
Components Included
Saveable Component - marks an actor for saving, all per-actor options
Save Request Component - lets clients request a save from the server
Save Subsystem + Function Library - every feature callable from Blueprint
Project Settings page - autosave, backups, streaming budget and more
Example Use Cases
Survival games (bases, structures, tamed creatures, world state)
Open world and RPG games with multiple maps
Co-op multiplayer games with a persistent world
Physics-heavy sandboxes
Any game that needs a reliable "continue where I left off"
Example Workflow
Add the Saveable Component to an actor
Mark the variables you want saved as SaveGame
Call Save Game from Blueprint
Call Load Game - everything is back, on every client
(Optional) Enable autosave in Project Settings - no nodes needed
Known Limitations / Notes
Gameplay variables that change AFTER a load replicate through your own Replicated variables (standard Unreal rule)
Renaming a level-placed actor changes its save identity
Cloud saves ship as an interface (EOS implementation planned)
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