Software Used: Unreal Engine 5.6, Blueprints, C++
Tags: UE5, Game Development, Plugin, Tools, Technical Design, Saving System, Blueprints, C++, Gameplay Systems
DOCUMENTATIONS
📌 Overview
Dynamic Save System is a production-ready, plug-and-play saving and loading framework for Unreal Engine 5.6. It eliminates boilerplate code and complex save logic, allowing developers to persist game state with minimal setup.
Designed for projects of any scale – from jam-sized prototypes to large open-world titles – the system automatically detects, serializes, and restores marked variables, actors, components, and containers without manual save file management.
✨ Key Features
FeatureDescription
Plug & PlayNo complex configuration. Add the plugin, flag your data, and save.
Save Any VariablePrimitives, strings, enums, structs, objects – just use the SaveGame specifier.
Save Any ActorStatic, dynamic, or spawned at runtime – including their full component hierarchy.
Arrays & MapsFull support for nested containers.
User Settings SystemBuilt-in persistent settings for graphics, controls, and gameplay – no external config files.
Blueprint + C++ APIFully exposed to Blueprints with an advanced C++ interface for low-level control.
Event-DrivenDelegates like OnActorLoaded let you hook custom logic into save/load events.🧩 Technical Breakdown
Serialization Pipeline
The system uses Unreal's native serialization under the hood, extended with reflection-based collection. Marked properties are gathered at save time and restored without requiring manual getters/setters.
Actor Lifecycle Support
Dynamically spawned actors are tracked via tags and respawned on load, preserving references and transform data.
Container Handling
Arrays, sets, and maps are fully supported – including nested structures (e.g., TArray<TMap<FName, FMyStruct>>).
User Settings
UDynamicUserSettings subclass replaces traditional .ini workflows with in-engine, save-game-compatible preferences.
🎮 Example Use Cases
RPG Inventory & Quests – Save player inventory arrays, quest progression flags, and custom structs.
Open World Persistence – Persist dynamically spawned enemies, loot containers, and world state.
Settings Menu – Store graphics, audio, and control rebinds without touching config files.
Checkpoint Systems – Save exact actor states, including health, ammo, and transform.
🛠 Compatibility
Unreal Engine: 5.6 (5.0–5.5 compatible)
Platforms: Windows, Mac, Linux, consoles (through UE's standard serialization)
Workflow: Blueprint-only, C++-only, or mixed
📦 What's Included