GYBSaveLoadSystem — Plug & Play Save System for UE5 [FAB]

Hi everyone,

I’ve just published GYBSaveLoadSystem on FAB — a Blueprint-friendly save and load plugin for Unreal Engine 5 that’s designed to be as simple as possible to integrate.

The entire setup is three steps:

  1. Add GYBSaveableComponent to any actor
  2. Mark variables with the SaveGame flag
  3. Call GYB_SaveGame

No subclassing, no serialization code on your end, no C++ required.

What it handles automatically:

  • Level-placed and runtime-spawned actors
  • Actor references — saved as UniqueIDs and resolved on load
  • GameInstance serialization — automatic, no setup needed
  • Multiple save slots with metadata (name, date, level, play time)
  • Full error handling via EGYBSaveResult — Success, SlotEmpty, FileCorrupted, UnknownError
  • OnDataRestored event for post-load visual and logic updates
  • Configurable limits via Project Settings

Built in C++ for performance, fully exposed through Blueprint. Supports UE 5.3 through 5.7.

Links:

Happy to answer any technical questions.