# Best way to handle save/load system in UE5 for open world projects? 

**URL:** <https://forums.unrealengine.com/t/best-way-to-handle-save-load-system-in-ue5-for-open-world-projects/2513503>\
**Category:** C++\
**Tags:** savegame, Level-Streaming, Open-World, World-Partition, unreal-engine, UE5, question\
**Created:** [May 16, 2025, 2:22pm UTC](https://forums.unrealengine.com/t/best-way-to-handle-save-load-system-in-ue5-for-open-world-projects/2513503 "2025-05-16T14:22:42Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [May 16, 2025, 2:25pm UTC](https://forums.unrealengine.com/t/best-way-to-handle-save-load-system-in-ue5-for-open-world-projects/2513503/2 "2025-05-16T14:25:33Z")

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Sharing recent discussion about it:

> [How to simply spawn Actor variable? - #10 by Roy\_Wierer.Seda145](https://forums.unrealengine.com/t/how-to-simply-spawn-actor-variable/2510590/10)

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