Use when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.
You are an expert in Unreal Engine's serialization and save game systems. You implement save/load pipelines using USaveGame, FArchive, config files, and versioning so player progress persists correctly across sessions and game updates.
Read .agents/ue-project-context.md before giving any recommendations. You need:
ULocalPlayerSaveGame; earlier versions differ)If the file does not exist, ask the user to run /ue-project-context first.
Ask before writing code:
USaveGame is an abstract UObject from GameFramework/SaveGame.h. Subclass it and mark fields with UPROPERTY(SaveGame) for automatic tagged serialization by UGameplayStatics.
// MyGameSaveGame.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "MyGameSaveGame.generated.h"
USTRUCT(BlueprintType)
struct FInventoryItemData
{
GENERATED_BODY() // Required — missing GENERATED_BODY() breaks struct serialization silently
UPROPERTY(SaveGame) FName ItemID;
UPROPERTY(SaveGame) int32 Quantity = 0;
UPROPERTY(SaveGame) bool bIsEquipped = false;
};
UCLASS(BlueprintType)
class MYGAME_API UMyGameSaveGame : public USaveGame
{
GENERATED_BODY()
public:
UPROPERTY(SaveGame) int32 SaveVersion = 0; // Always include a version field
UPROPERTY(SaveGame) float PlayerHealth = 100.f;
UPROPERTY(SaveGame) int32 PlayerLevel = 1;
UPROPERTY(SaveGame) FVector LastCheckpointLocation = FVector::ZeroVector;
UPROPERTY(SaveGame) FString PlayerDisplayName;
UPROPERTY(SaveGame) float TotalPlayTimeSeconds = 0.f;
UPROPERTY(SaveGame) TArray<FInventoryItemData> InventoryItems;
UPROPERTY(SaveGame) TMap<FName, int32> AbilityLevels;
// TSet<FName> is also supported in UPROPERTY(SaveGame) fields and serializes/deserializes automatically.
// Asset references: FSoftObjectPath stores a string path — safe across saves
// Never use raw UObject* or hard TObjectPtr<> to content assets in save data
UPROPERTY(SaveGame) FSoftObjectPath LastEquippedWeaponPath;
};
#include "Kismet/GameplayStatics.h"
static const FString SlotName = TEXT("MainSave");
static constexpr int32 UserIdx = 0; // Always 0 on PC; use GetPlatformUserIndex() on console
// Create the object first, populate its fields, then save
UMySaveGame* SaveGame = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
SaveGame->PlayerHealth = 75.f;
// Then pass SaveGame to SaveGameToSlot / AsyncSaveGameToSlot below
// Sync save (blocks game thread — avoid in gameplay)
bool bSaved = UGameplayStatics::SaveGameToSlot(SaveData, SlotName, UserIdx);
// Async save (preferred — does not block)
FAsyncSaveGameToSlotDelegate OnSaved;
OnSaved.BindUObject(this, &USaveManager::OnAsyncSaveComplete);
UGameplayStatics::AsyncSaveGameToSlot(SaveData, SlotName, UserIdx, OnSaved);
// Load
if (UGameplayStatics::DoesSaveGameExist(SlotName, UserIdx))
{
UMyGameSaveGame* Save = Cast<UMyGameSaveGame>(
UGameplayStatics::LoadGameFromSlot(SlotName, UserIdx));
}
// Async load
FAsyncLoadGameFromSlotDelegate OnLoaded;
OnLoaded.BindUObject(this, &USaveManager::OnAsyncLoadComplete);
UGameplayStatics::AsyncLoadGameFromSlot(SlotName, UserIdx, OnLoaded);
// Delete
UGameplayStatics::DeleteGameInSlot(SlotName, UserIdx);
ULocalPlayerSaveGame ties a save to a specific local player, tracks versioning via GetLatestDataVersion(), and provides HandlePostLoad() for migrations.
UCLASS()
class MYGAME_API UMyLocalPlayerSave : public ULocalPlayerSaveGame
{
GENERATED_BODY()
public:
virtual int32 GetLatestDataVersion() const override { return 3; }
virtual void HandlePostLoad() override;
UPROPERTY(SaveGame) TMap<FName, int32> UnlockedAbilities;
};
void UMyLocalPlayerSave::HandlePostLoad()
{
Super::HandlePostLoad();
const int32 Ver = GetSavedDataVersion(); // version when last saved
if (Ver < 2) { UnlockedAbilities.Add(TEXT("Dash"), 1); }
// Ver < 3 migrations go here
}
// Load or create (sync)
UMyLocalPlayerSave* Save = ULocalPlayerSaveGame::LoadOrCreateSaveGameForLocalPlayer(
UMyLocalPlayerSave::StaticClass(), PlayerController, TEXT("PlayerSlot0"));
// Load or create (async)
ULocalPlayerSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer(
UMyLocalPlayerSave::StaticClass(), PlayerController, TEXT("PlayerSlot0"),
FOnLocalPlayerSaveGameLoadedNative::CreateUObject(this, &AMyPC::OnSaveLoaded));
// Save back
Save->AsyncSaveGameToSlotForLocalPlayer(); // async (preferred)
Save->SaveGameToSlotForLocalPlayer(); // sync
FArchive (from Serialization/Archive.h) is the base for all UE serialization. Key API:
Ar.IsLoading() // true when deserializing — same operator<< handles both directions
Ar.IsSaving() // true when serializing to output
Ar.IsError() // true after any read/write failure — always check before continuing
Ar.Tell() // current position (int64); -1 if not seekable
Ar.CustomVer(Key) // returns the registered version number for a FGuid key
FMemoryWriter/FMemoryReader (from Serialization/MemoryWriter.h / MemoryReader.h) serialize to/from TArray<uint8>:
// Serialize to bytes
TArray<uint8> OutBytes;
FMemoryWriter Writer(OutBytes, /*bIsPersistent=*/true);
int32 Version = 2;
Writer << Version; // Serialize version header first — always
Writer << SomeData;
checkf(!Writer.IsError(), TEXT("Serialization failed"));
// Deserialize from bytes
FMemoryReader Reader(OutBytes, /*bIsPersistent=*/true);
int32 LoadedVersion = 0;
Reader << LoadedVersion;
if (LoadedVersion < 1 || Reader.IsError()) { /* corrupt data */ return; }
Reader << SomeData;
FBufferArchive (from Serialization/BufferArchive.h) combines FMemoryWriter + TArray<uint8> — the object is the output buffer:
FBufferArchive Buffer(/*bIsPersistent=*/true);
int32 Magic = 0x53415645; // 'SAVE'
Buffer << Magic;
Buffer << MyStruct; // requires operator<< overload
TArray<uint8> Bytes = MoveTemp(Buffer); // FBufferArchive IS a TArray<uint8>
Define operator<< to make a struct serializable via any FArchive (required when passing it to FBufferArchive, FMemoryWriter, etc.):
FArchive& operator<<(FArchive& Ar, FMyCustomData& Data)
{
Ar << Data.Name << Data.Value << Data.Timestamp;
return Ar;
}
For large saves, use FArchiveSaveCompressedProxy / FArchiveLoadCompressedProxy (from Serialization/ArchiveSaveCompressedProxy.h):
// Compress
TArray<uint8> Compressed;
FArchiveSaveCompressedProxy Comp(Compressed, NAME_Zlib);
Comp.Serialize(RawData.GetData(), RawData.Num());
Comp.Flush();
// Decompress
FArchiveLoadCompressedProxy Decomp(Compressed, NAME_Zlib);
TArray<uint8> Raw;
Raw.SetNum(KnownUncompressedSize);
Decomp.Serialize(Raw.GetData(), Raw.Num());
Override Serialize(FArchive& Ar) for precise binary layout control:
void UMyObject::Serialize(FArchive& Ar)
{
Super::Serialize(Ar); // always call Super first
Ar << BinaryField;
Ar << UniqueRunID;
if (Ar.IsLoading() && Ar.IsError()) { /* handle corruption */ }
}
namespace ESaveVersion
{
enum Type : int32
{
Initial = 0,
AddedInventory = 1,
SoftRefForWeapon = 2,
VersionPlusOne,
Latest = VersionPlusOne - 1
};
}
void USaveManager::RunMigrations(UMyGameSaveGame* Save)
{
if (Save->SaveVersion == ESaveVersion::Latest) { return; }
if (Save->SaveVersion < ESaveVersion::AddedInventory)
Save->InventoryItems.Reset();
if (Save->SaveVersion < ESaveVersion::SoftRefForWeapon)
{ /* convert old FName field to FSoftObjectPath */ }
Save->SaveVersion = ESaveVersion::Latest; // stamp after migration
}
// Declare version enum + GUID (generate once with FGuid::NewGuid(), then hardcode)
struct FMySaveVersion
{
enum Type { Initial = 0, AddedQuestData = 1, VersionPlusOne, Latest = VersionPlusOne - 1 };
static const FGuid GUID;
};
const FGuid FMySaveVersion::GUID(0xA1B2C3D4, 0xE5F60718, 0x293A4B5C, 0x6D7E8F90);
// Register globally (module startup or static):
FCustomVersionRegistration GReg(FMySaveVersion::GUID, FMySaveVersion::Latest, TEXT("MySave"));
// In Serialize():
Ar.UsingCustomVersion(FMySaveVersion::GUID);
const int32 Ver = Ar.CustomVer(FMySaveVersion::GUID);
Ar << CoreData;
if (Ver >= FMySaveVersion::AddedQuestData)
Ar << QuestData;
else if (Ar.IsLoading())
QuestData.Reset(); // Initialize missing data on old saves
When a struct field is renamed or its type changes, override Serialize() on the struct to migrate old data:
void FMyStruct::Serialize(FArchive& Ar)
{
Ar.UsingCustomVersion(FMySaveVersion::GUID);
if (Ar.CustomVer(FMySaveVersion::GUID) < FMySaveVersion::RenamedHealthToHP)
{
float OldHealth;
Ar << OldHealth;
HP = OldHealth; // Migrate old field name to new
}
else
{
Ar << HP;
}
}
UCLASS()
class MYGAME_API UMyGameUserSettings : public UGameUserSettings
{
GENERATED_BODY()
public:
UPROPERTY(Config, BlueprintReadWrite, Category="Game")
float MasterVolume = 1.0f;
UPROPERTY(Config, BlueprintReadWrite, Category="Game")
bool bSubtitlesEnabled = true;
void ApplyAndSave() { ApplySettings(false); SaveSettings(); }
};
// Register in DefaultEngine.ini:
// [/Script/Engine.Engine]
// GameUserSettingsClassName=/Script/MyGame.MyGameUserSettings
UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="My Game Settings"))
class MYGAME_API UMyProjectSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:
UPROPERTY(Config, EditAnywhere, Category="Save") int32 MaxSaveSlots = 5;
UPROPERTY(Config, EditAnywhere, Category="Save") bool bEnableAutoSave = true;
UPROPERTY(Config, EditAnywhere, Category="Save") float AutoSaveIntervalSeconds = 300.f;
static const UMyProjectSettings* Get() { return GetDefault<UMyProjectSettings>(); }
};
#include "Misc/ConfigCacheIni.h"
FString Value;
GConfig->GetString(TEXT("/Script/MyGame.MyConfig"), TEXT("Key"), Value, GGameIni);
GConfig->SetString(TEXT("/Script/MyGame.MyConfig"), TEXT("Key"), TEXT("Val"), GGameIni);
GConfig->Flush(/*bRemoveFromCache=*/false, GGameIni);
MyObject->SaveConfig(); // writes UPROPERTY(Config) fields to .ini
MyObject->LoadConfig(); // reloads from .ini
INI section naming: Section [/Script/ModuleName.ClassName] maps to the CDO. SaveConfig() writes from the object to INI; LoadConfig() reads INI into the object and is called automatically for the CDO at startup. Custom section names require overriding OverrideConfigSection(FString& SectionName).
// Platform save systems (Steam, EOS, console) provide ISaveGameSystem
// Access via IPlatformFeaturesModule:
ISaveGameSystem* SaveSystem = IPlatformFeaturesModule::Get().GetSaveGameSystem();
if (SaveSystem && SaveSystem->DoesSaveSystemSupportMultipleUsers())
{
// Platform handles cloud sync — use UGameplayStatics normally
// Steam: auto-syncs Saved/SaveGames/ via Steam Cloud if configured in Steamworks
// EOS: use IOnlineSubsystem → IOnlineTitleFileInterface for explicit cloud read/write
}
// Cross-platform pattern: serialize to TArray<uint8>, then write via platform API
TArray<uint8> SaveData;
FMemoryWriter Ar(SaveData);
SaveObject->Serialize(Ar);
// Upload SaveData via platform SDK
// Steam Cloud — write save slot directly via Steamworks API
ISteamRemoteStorage* SteamStorage = SteamRemoteStorage();
if (SteamStorage && SteamStorage->IsCloudEnabledForApp())
{
SteamStorage->FileWrite("SaveSlot1.sav", SaveData.GetData(), SaveData.Num());
}
// Read back: SteamStorage->FileRead("SaveSlot1.sav", Buffer, Size)
// Use FAES for symmetric encryption of save data
#include "Misc/AES.h"
// Build a zero-padded 32-byte FAESKey from a string.
// Do NOT use Key.Left(32): if the string is shorter than 32 chars it silently
// produces a truncated key, corrupting every encrypt/decrypt call.
static FAESKey MakeAESKey(const FString& KeyString)
{
FAESKey AESKey;
FMemory::Memzero(AESKey.Key, FAESKey::KeySize);
const FTCHARToUTF8 Utf8(*KeyString);
FMemory::Memcpy(AESKey.Key, Utf8.Get(), FMath::Min(Utf8.Length(), FAESKey::KeySize));
return AESKey;
}
void EncryptSaveData(TArray<uint8>& Data, const FString& KeyString)
{
int32 PaddedSize = Align(Data.Num(), FAES::AESBlockSize);
Data.SetNumZeroed(PaddedSize);
FAES::EncryptData(Data.GetData(), PaddedSize, MakeAESKey(KeyString));
}
void DecryptSaveData(TArray<uint8>& Data, const FString& KeyString)
{
FAES::DecryptData(Data.GetData(), Data.Num(), MakeAESKey(KeyString));
}
Why encrypt: Prevents casual save editing for competitive/economy-sensitive games. Not foolproof — determined players can still extract keys from the binary. Combine with server-side validation for authoritative saves.
| Anti-Pattern | Problem | Fix |
|---|---|---|
| Saving raw UObject* or AActor* | Pointers invalid between sessions | Save FSoftObjectPath or a stable unique ID |
| No version field | Adding/removing fields corrupts old saves silently | Always include int32 SaveVersion; run migrations on load |
| SaveGameToSlot on game thread per frame | Blocks rendering, causes hitches | Use AsyncSaveGameToSlot |
| USTRUCT without GENERATED_BODY() in a saved field | Silent serialization failure | Add GENERATED_BODY() to all saved structs |
| Ignoring Ar.IsError() | Reads past corrupted data, applies garbage | Check after every block; abort immediately if set |
| Overlapping async saves | Second save starts before first completes | Guard with bSaveInProgress flag or IsSaveInProgress() |
| Hardcoded save file paths | Breaks on consoles and different platforms | Use UGameplayStatics APIs; FPaths::ProjectSavedDir() only for debug |
PIE vs. Packaged / platform paths: In PIE, saves go to <Project>/Saved/SaveGames/. Packaged Windows builds write to %LocalAppData%/<ProjectName>/Saved/SaveGames/. Console platforms use title storage APIs. UGameplayStatics::SaveGameToSlot abstracts all of this through the platform's ISaveGameSystem — never hardcode OS paths; use FPaths::ProjectSavedDir() only for debug logging.
Corruption recovery: When Ar.IsError() returns true mid-read or magic/version checks fail, discard the corrupt data and fall back to a fresh save. Optionally maintain a backup slot (write to Slot_Backup before overwriting Slot_Primary) so players never lose all progress:
USaveGame* LoadedSave = UGameplayStatics::LoadGameFromSlot(PrimarySlot, 0);
if (!LoadedSave)
LoadedSave = UGameplayStatics::LoadGameFromSlot(BackupSlot, 0);
if (!LoadedSave)
LoadedSave = UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass());
Large saves — chunked approach: Split world state across multiple slots by subsystem (e.g., Save_World_00, Save_Inventory, Save_Quests). Load each with AsyncLoadGameFromSlot in parallel. This prevents single-file bottlenecks and lets you load only what's needed for the current level.
Multiplayer save ownership: Shared world state (quests, economy, enemy state) belongs to server-authoritative saves — the server's AGameMode writes these; clients send state changes via RPCs, never write shared saves directly. Per-player preferences (keybinds, UI layout) remain client-local via ULocalPlayerSaveGame. This split prevents desync and cheating.
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
// For UDeveloperSettings:
PublicDependencyModuleNames.Add("DeveloperSettings");
ue-cpp-foundations — UPROPERTY, USTRUCT, UObject lifetimeue-data-assets-tables — FSoftObjectPath patterns for asset references in savesue-gameplay-framework — GameInstance as save manager host; GameMode auto-save integrationreferences/save-system-architecture.md — Full slot manager subsystem, metadata bank, multi-user patterns, and migration pipelineSearch for places (restaurants, cafes, etc.) via Google Places API proxy on localhost.
Interact with GitHub using the `gh` CLI. Use `gh issue`, `gh pr`, `gh run`, and `gh api` for issues, PRs, CI runs, and advanced queries.
Create or update AgentSkills. Use when designing, structuring, or packaging skills with scripts, references, and assets.
Start voice calls via the OpenClaw voice-call plugin.
Notion API for creating and managing pages, databases, and blocks.
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Category:developer