Persistent world state for Unreal Engine 5.5 through 5.8. Captures and restores actor and component state across World Partition streaming, level transitions, and play sessions using dirty-tracked incremental snapshots that keep per-frame cost strictly bounded.
Key Features:
• Zero Boilerplate Adoption: Add UAegisPersistenceComponent to any actor and mark variables with Unreal's native SaveGame flag in Blueprint or C++. No mandatory base classes, interfaces, or declaration-altering macros.
• Hitch-Free Incremental Autosaves: Spread serialization across frames under a configurable frame budget (FrameBudgetMilliseconds, default 1.0 ms). Background snapshot passes advance smoothly during active gameplay without dropped frames.
• World Partition & Streaming Safe: Built for external actors, Level Instances (Embedded and Standalone), and runtime streaming cells. Persistent identities survive grid re-partitioning, cell stream cycles, and level unloads.
• Destroyed Actor Reconciliation: Automatically tracks and cleans up actors destroyed in loaded saves (WasDestroyedByLoad).
• Bit-Exact Binary Wire Format v1: Schema-tagged properties, zero-copy section headers, fast Oodle compression, and CRC32 payload checksums with forward/backward migration guarantees.
• Reproducible Benchmark Suite: Ships with an in-engine benchmarking harness (AegisSaveBenchmark) allowing you to verify capture timings directly in your project.
Important Disclosures:
1. First-Save Characteristic: The very first save into a slot writes every persistent record in the world from scratch. Subsequent saves into that slot are incremental and obey your per-frame budget.
2. Change Detection: By default, actors without an explicit change-detection signal are conservatively walked on each save. Use MarkChanged or IAegisPersistenceEvents for sub-millisecond autosaves at scale.
3. Frame Budget Qualification: The frame budget bounds scheduled background capture passes. Mass mutations in a single frame trigger capture-on-write to prevent torn states.
4. Platform Support: Officially supports Windows (Win64).
Technical Information:
• Number of C++ Classes: ~45
• Network Replicated: No (Single-player / Server-authoritative persistence)
• Supported Development & Target Platforms: Windows (Win64)
• Supported Engine Versions: UE 5.5, 5.6, 5.7, 5.8
• Documentation: https://mueeznarejo.github.io/AegisSave/
• Support: mueez.narejo112@gmail.com