alejocapo04 - TurboStruct - True Async Save System

⚡ TURBOSTRUCT: True Async Save System

🚀 Eliminate Game Thread Lag Forever.

📢 Documentation PDF!

🎥Youtube Tutorial!

Stop relying on the native USaveGame that freezes your game. TURBOSTRUCT is the high-performance serialization solution designed for professional projects where FPS stability is critical.

Unlike standard methods that block the Main Thread, TurboStruct serializes, compresses, encrypts, and writes directly to disk on a background thread.

🔥 WHY CHOOSE TURBOSTRUCT?

🟩 100% ASYNC & NON-BLOCKING

All heavy operations (compression, encryption, file I/O) happen outside the GameThread. Save massive inventories or complex world states with Zero Hitch.

🟦 UNIVERSAL "WILDCARD" NODES

No C++ knowledge needed. Simply connect ANY Struct, Array, Map, or Set directly to the Save/Load nodes. The system detects the type automatically.

🟧 SMART MEMORY STREAMING

Uses a fixed 64KB buffer. Saving a 1GB file will never spike your RAM. Optimized for Consoles and Mobile.

🟪 ROBUST SCHEMA EVOLUTION

Did you reorder or rename variables? No problem. The smart mapping system prevents crashes and keeps old save files compatible automatically.

🛠️ KEY FEATURES

  • 💎 High-End Compression: Native support for Oodle, LZ4, Zlib, and Gzip.

  • 🛡️ Military-Grade Security: Built-in AES-256 Encryption to prevent cheating.

  • 💾 Atomic Saves: Writes to temporary files first. Zero corruption on power loss.

  • 🔄 Thread-Safe Queues: Spam save requests safely without race conditions.

  • 📊 Full Observability: Real-time nodes for UI: IsSystemBusy, GetPendingCount.

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New english tutorial

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Are there plans to add a simplified function that would replace existing ‘Save Game To Slot’ and ‘Load Game From Slot’? I understand that it could be done already by manually saving every existing variable within the object, but that would be a little too tedious, or am I missing something?

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You are absolutely right, saving variables manually is tedious. That is exactly why I am working on a massive update that introduces a Component-based system.

With the upcoming update, you will simply add a TurboSaveComponent to your Actor, and the system will automatically save and load any variable marked with the ‘SaveGame’ flag, along with the actor’s Transform. No manual wiring required. Stay tuned!

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Yes, manual wiring is tedious but gives you full control. What I’m showing here with this component is still experimental; you can see a slight hitch during the load because safe spawning has to happen on the game thread. While this component speeds up development massively by automating state and transforms (like the colors here), for a shipped commercial game, sticking to the ‘tedious’ manual method might still be better for raw performance. Players don’t care if it was hard for us to code, only that it runs smoothly. I’ll release this as an option for those who prioritize iteration speed.

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Thank you, I got the plugin and will be eagerly waiting for the update.

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By the way, feel free to join the Discord server if you have any questions or want to check on the progress. I’m much more active there, so it’s the fastest way to reach me and get notified instantly when the update drops.

https://discord.gg/CEWnCSJyEh