High SaveGame Count?

I am trying to figure out how to save data in a way that I can manually load the data as it is needed.

Example:
Character SaveGame, however, a situation may arise in program where user has 1000’s of characters loaded into memory. But the information relating to each character may be as simple a a name (for display purposes) and a string ID or as complex as complete user customizable character profiles with character profile history. If I have a single save (save slot), then I have to load everything into memory when the save slot is loaded yes/no?

A character profile references other characters by ID, and get the display name of the character, so needs to load the save to get the profile history to build the current profile and return the current display name of the character.

The only solution I can think of (Blueprint Only Required) is to create a hard coded framework for creating save slot names, where it would append something to the Character ID, such as “CharacterID_Profile”; “CharacterID_Timelines”; “CharacterID_ImageHistory” and then if an object class instance needs access to specific data, it can load specifically that data.

I do not see any other way, as the data needs to be able to be saved by the user, but with blueprint only I am limited to SaveGame as far as I know.

I do not know of way without plugin (NO PLUGINS), to create and save files to users drive?