I’ve made a saving system following this tutorial here (https://www.youtube.com/watch?v=H6rqJbwjRIk&) and pretty effortlessly got everything working up until I decided to try to make multiple slots you can save/load, it still saves fine, and even when looking in the saves folder creates the correct slot from the one the player chooses, but when I go to load no matter which slot I select it always seems to select the latest slot that was saved, not the correct or even “default” one. That’s about all, I’ll attach some of the code I think may help. Still extremely new to the engine so not sure if these screenshots are enough.
Are you sure your “Which Slot” is correctly set? Try to debug it with “Print String”, because the code looks correct, and this seems to be the first thing that I would check
Couldn’t seem to find anything wrong unfortunately at first, I tried printing on the saving/loading etc. but it seemed to be the right slot, though I have realized something about the way it works I have misinterpreted is the “LoadGameData” where it loads the save gets run on initialization in the gameinstance (so on the menu) and not when the level is loaded, so it always loads save1 as none have been selected, when the level is loaded the player just gets the game data presumably from slot 1 then, even if the slot currently selected when loading isn’t 1. As I’m new I’m not sure how to fix this, would I instead run the LoadGameData before the level loads, when the player clicks the save they want? I’m not sure. I won’t be able to answer for a bit as I’m starting a shift.
Edit: Yep, this was the problem, had to make it load after it set the slot.
classic slot bug and you already found it: loading on gameinstance init before any slot is selected means you always read slot 1. move the real load to after slot selection (click → set CurrentSlotName → load that slot → open level), init should only check which slots exist with DoesSaveGameExist to draw the buttons. print the slot name right at the load node, catches most of these.
multi-slot done right is a lot of boilerplate. Advanced Save System, a save/load system plugin for Unreal Engine 5, handles slot management + async in BP: Advanced Save System. on sale ($23.93).




