How can I save map at runtime in Blueprints?

You could implement it in the following way:

  1. Create a structure to keep actor properties needed to save.

You can add other data to this structure, such as a static mesh, materials, etc.

  1. Create a save game object blueprint and add some variables and functions.

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  1. Create a SaveActor recursive function

  1. Save Event

  1. Create RestoreActor recursive function

  1. Restore Event

  1. Add an “Ignored” tag to actors in your level to ignore them while saving.

Similarly, I implemented the saving of scenes in my editor:

Example Project UE5 (Contains blueprints from this post)

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