Explority - Global Save System

Save Dynamic System | Documentation

-FOR UNREAL ENGINE Supported Versions: 5.6

A versatile and easy-to-use save system for Unreal Engine, designed to work seamlessly with any project!

Dynamic Save System is the ultimate plug-and-play solution for saving and loading data in Unreal Engine. Designed for simplicity and flexibility, this system empowers developers to save any variable, any type of actor, and any object with minimal setup. Whether you're developing a small indie game or a complex open-world experience, Dynamic Save System PRO adapts to your needs without compromising on functionality.

Key Features:

  1. Plug-and-Play Functionality

    • Integrate effortlessly with your project, requiring minimal setup and no complex configurations.

  2. Save Any Variable

    • Automatically detect and save variables marked with the SaveGame flag.

    • Supports a wide range of types, including primitives, strings, enum, and custom structs.

  3. Save Any Actor or Component

    • Save and load any actor or component, whether static, dynamic, or custom-defined , or Spawned.

  4. Full Support for Arrays and Maps

    • Handle complex containers with ease, including nested arrays and maps of any type.

  5. Blueprint and C++ Friendly

    • Fully exposed to Blueprints for visual scripting workflows.

    • Advanced C++ API for developers needing fine-grained control.

  6. Event-Driven Design

    • Easily hook into save/load events with delegates like OnActorLoaded to trigger custom logic during gameplay.

  7. Built-in User Settings System

    • Save user preferences like graphics, controls, and gameplay settings using the Dynamic User Settings class—no external config files needed.

1 Like

Thank You,
It works as should for normal levels.

When trying to save Character on World Partition map it crash the engine.

I already have a couple of clients using this, in an open world project running 5.6 engine and there has been no reported errors. That being said, can you specify exactly what is the setting for the character you are trying to save, so that we can fix this ASAP if its an error on our end.
thank you for reporting back

1 Like

Hey,

please let me know if you reproduce this on your end. No idea its some
problem with Computer,Engine or Leaks in code..

EDIT2:
Problem happens random also in the level without World partition.

after reloading or restarting the engine

some garbage happen and data is not retireved , collected.

image

EDIT1

- Turned off spatially loaded flag from Manager that’s need to be placed on the level with WP- Please add into docs :wink:

__________________

Was able to save in “current version of the level”

-after reloading map crash

level breaks - with the restart of the engine.

get crash when changing map or trying to load with new opened instance.

i have components (C++) and added in blueprint class in character - cause if they are attached straight into c++ code - save property cant get even serialized… ( i have couple of plugins and tested this)

they work as you can see for stamina burn and player position - but just only in “current instance of world”

-when trying to save in world partition instant crash

alright one more request for me to be super helpful can u send the crash report so that I can be specific where the problem is really, I will replicate the example and post a video of the crash if I can replicate it on my end.
I will start working on it Now.

After checking the video and analysing it a couple of times I have a hunch where the problem is. I will try to replicate first the error and then after that I will get back to you and update the plugin

And thank you for trying this plugin I want to really make it work for the community so this will help a lot!

1 Like

Sent to You via Support Email .Thank You All The best!

Crash in ADynamicSaveManager::loadGame (Line 150). It occurs during a TMap::operator= assignment, triggering a ResizeAllocation failure in TBitArray. The Access Violation is at 0xffffffffffffffff. Likely caused by corrupted map data or thread-safety violation during save loading. :frowning: