
説明
Protect the progress your players earned.
Save Compatibility Lab helps Unreal Engine developers catch save regressions before an update reaches players. Keep historical save fixtures, load them with current code, and compare the resulting state against an explicitly approved baseline.
Work with real saves
Import historical fixtures, choose your loading adapter, and run compatibility suites from a native editor workbench. Every case receives an isolated file copy. Original fixtures and approved baselines remain available for repeatable testing.
See exactly what changed
Inspect missing fields, added fields, value changes and type changes. Preserve exact 64-bit integer values. Permit intentional changes with explicit path renames, ignored paths and floating-point tolerance. Assertions check expected state independently of ignored differences.
Bring your loader
Use the included native adapter for Unreal GVAS SaveGame files, or implement a Blueprint/C++ adapter that calls your own synchronous loading and migration code. The included example migrates two JSON schema versions and demonstrates a missing inventory item.
Automate the check
Run JSON manifests or suite data assets through the included commandlet. CI-friendly exit codes and JSON/HTML reports record results, engine version, timing, source fingerprints and field differences.
Included
Native editor workbench and suite data assets
Fixture import and explicit new-baseline capture
Typed snapshots and configurable comparison rules
Exists, absent, equals and numeric-range assertions
Blueprint/C++ adapter interface and native SaveGame adapter
Commandlet, portable JSON manifests and standalone HTML reports
Example migrations, native .sav fixture and deliberate regression
Full C++ source, automation tests and integration guide
Supported scope
Unreal Engine 5.8 / Windows. No paid dependencies or third-party libraries. No runtime tick or background scanning.
The tool validates the state returned by your adapter. It does not automatically discover or repair arbitrary save formats, invoke game-specific migration managers, or restore worlds. Custom formats and third-party save systems require your adapter. Adapters run synchronously inside Unreal; file isolation is not process isolation. Source installation requires the supported C++ toolchain.



