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:
- Add
GYBSaveableComponentto any actor - Mark variables with the
SaveGameflag - 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 OnDataRestoredevent 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:
Overview video: https://www.youtube.com/watch?v=O-8MYpvrUUQ
Free playable demo: GetYourBasics - SaveLoadSystem Free Demo by GetYourBasics
Documentation: GetYourBasics-docs/GYBSaveLoadSystem at main · GetYourBasics/GetYourBasics-docs · GitHub
FAB: Save & Load System — Plug & Play for UE5 | Fab
Happy to answer any technical questions.