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商品 Ultimate Save System - Multiplayer Save & Load, Autosave, Large Worlds 的媒体 1
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描述

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)

💎 Check out other high quality products by BavGames

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