Usually the save files aren’t saved within the save file itself.
Each save you make is a new file, each file can have a thumbnail.
In other words, a proper system wont really have a saved list in a save game like they state above, but a much simpler file I/O based read of the save folder, which allows for sorting the array you pull from disk however you see fit any time you refresh/reload/call the reading folder process again.
You can see stuff like it on games that somewhat partially suck like Minecraft, The Long Dark, i mean, it is rather basic so it is almost everywhere even if handled slightly different.
If you work for the PS5/sony stuff you have to handle it with their internal savefile stuff.
If you work Switch you have to use their internal stuff.
Direct File I/O is only going to fly for a PC release, a Mac release, or an Android release.
IOS may end up allowing you to do the same via objectiveC, but apple frowns on direct file I/O or flat out stops it. So you probably have to work around it by using the dedicated file system saving stuff that only writes in the restricted app data folder.
In the end, it’s not rocket science, its just different for every distribution due to the system requirements of the distribution.
And no:
Usually you wouldnt do it in Blueprint or on anything other than straight up code. Mostly because blueprint doesn’t have I/O stuff in kismeth you can access (at least it didn’t), but even if it did, you wouldn’t precisely because you generally want to code cusrom bits in for specific platforms…
Back to the hacky way above:
You can make multiple lists files, then list the list files in another list file, which is contained in another file with lists of files. Etc.
And basically make pagination that doesn’t require loading all bijillion things in memory to access a single save file.
- but i suggest you go the proper way about it instead ?