Complex Save System

The big take away here was specifying a directory when using Save Game to Slot node in blueprint, and it will create directory if does not exist, and then by enabling the engine plugin “Blueprint File Utilities” you can use the Find Files function to retrieve an array of files in a specified directory.

I could have a directory for “Characters” and a character Save would retain only string references to the parts of Data a Character has, such as Character Profile, which could be a Data Asset on Disk, or a SaveGame file with the needed information to reconstruct the Data Asset (Data Assets can be used in memory to dynamically edit variables, then output to a SaveGame, and as well, 3rd Party Developers/Modders can easily create Data Assets for static data such as default characters etc. in DLC Packages).

If I read the Character files, and can load minimal data into memory and get a lot of information regarding the character as Key-Value pairs in a Metadata String-String Map variable, as well as string references to the data parts so that they can be loaded only when and if needed. (the program will often not need any visual data pertaining to a character, so can avoid loading)