Community Tutorial: Async Save/Load System | Player Data Saving (Subtitled)

Want to implement a professional Save/Load system in Unreal Engine 5? In this video, we build it from scratch using Blueprints! What You’ll Learn:
Creating and configuring SaveGame objects
Saving player position, health, level, and other data
Auto-save (checkpoint) and load system
Slot management
Integration with UE5’s built-in SaveGame functions

https://dev.epicgames.com/community/learning/tutorials/YoZn/unreal-engine-async-save-load-system-player-data-saving-subtitled

good breakdown. one thing that still bites even with async is the loop trap - if you fire AsyncLoad in a for-loop all completions write to the same var and only the last one survives. chain them sequentially or store by index in the completed pin. also keep slot metadata so you dont have to load every file just to list names. advanced save system from fab Save System / Cloud Save / Encryption / Slot management | Fab wraps async with enumeration + timestamp/playtime/version/size plus Duplicate/Rename/Swap so the list view stays fast without manual plumbing