K-Space - Ultimate Save Game Menu - Rolly Save System

Rolly Save is a complete save game system for Unreal Engine 5.8 (UE5): save and load the whole world, its AI and the players’ abilities, with a finished save and load menu, all set up in the editor without writing code.

Documentation · Demo · Example Project · Support

Working saves in about 10 minutes

Install the plugin, answer eight questions in Tools > Rolly Save > Set Up Project, drop a Save Point into your level and press Play. The 7-step quick start ends with working save slots, a save point and a themed slot screen, and no step needs a Blueprint graph.

Your world remembers what the player did

  • The door they opened stays open, the chest they emptied stays empty, the enemy they killed stays dead. Placed and spawned actors keep the variables you tick SaveGame on, their position, and whether they were destroyed.

  • The Game Instance, Game Mode, Game State, Level Blueprint and the players’ pawns, controllers and player states save with no setup.

  • A load opens the map the save was made in and restores every value before Begin Play, so your Blueprints start from the saved state.

A save menu you don’t have to build

  • One slot screen to save, load, start a new game, rename, delete and switch profiles, with a gamepad, keyboard and mouse, or touch.

  • Each save shows a picture of the player’s view, a title, the place, the play time and the date, plus fields of your own such as the in-game day or the gold.

  • Four slot styles: free slots, numbered slots, one save per playthrough, and single-slot runs for ironman and roguelike games.

  • Five layouts (Tabs, Rail, Panel, Hub, Drawer) and six themes. Copy a theme to use your own colours and fonts; the saving indicator, notices and loading overlay follow the same look.

  • Have your own menu? Pick “Your own menu” in the setup and use the Blueprint nodes instead.

Pick exactly what saves

  • Save Rules match actors by class, tag, interface or map and decide what they keep: transform, visibility, physics, movement, destruction, respawn.

  • Pick Properties lists an actor’s variables and its components’ properties, engine ones included, such as a light’s intensity or a mesh’s materials, which you can’t tick SaveGame on.

  • A Rolly Save component on one special actor overrides the rules and tells its Blueprint when it was saved and loaded.

Built for open worlds

  • World Partition cells, streaming levels and level instances keep their state while they are unloaded, and runtime Data Layers keep theirs.

  • Levels the player leaves by travel come back as they left them. Reset Areas make a place start fresh on a return, after a set game time, or never.

  • After a load the player waits until the ground under them has streamed in, so nobody falls through the world.

AI, abilities and animation pick up where they were

  • AI Blackboard values, StateTree parameters and states.

  • Gameplay Ability System (GAS): attribute base values, granted abilities with their levels, active effects with their time left, loose gameplay tags.

  • Dynamic material parameters, timelines, Level Sequences, montages and sounds resume at their position, and each map’s Material Parameter Collection values come back.

Harvesting and foliage that regrows

Instanced meshes, foliage and PCG output remember every removed, moved or added instance. Turn on Regrow After and chopped trees or mined rocks grow back after the time you set, per mesh if you like, counted on play time or your own game clock. Broken Geometry Collections stay broken.

Saves that survive crashes and updates

  • Every slot keeps two copies. A save writes over the older one and a load takes the newest copy whose checksums pass, so a crash during a save never costs the last good save. A damaged save is refused before any of it applies.

  • The game autosaves as it quits or goes to the background.

  • Shipping an update? Raise Game Data Version and add migration steps in a data asset: rename a saved value, swap a class, remove records, or run a Blueprint step of your own. Old saves keep loading, and a check loads the saves of your released builds in CI.

  • Optional tamper detection refuses hand-edited saves or falls back to the other copy.

Save points, checkpoints and autosave

Save Points, Checkpoint Volumes, Autosave Volumes and Reset Area Volumes are in Place Actors, and each one also comes as a component for any Blueprint. On top: autosave on a timer, checkpoints with an instant retry, memory slots, a save block during a fight, profiles per player, New Game+, and F5 and F9 quick save and quick load.

Editor tools that show what is going on

  • Setup checks run after each map save and name anything that would lose saved data, such as two actors sharing one save ID, each with its fix.

  • The Save Inspector opens, compares and edits saves in the editor, exports them as JSON and finds the actor a record belongs to.

  • The Outliner shows which actors save and why, and Play from Slot starts Play In Editor from any save.

Blueprint first, C++ when you want it

Async Blueprint nodes with Success and Failure pins save, load, list, copy and delete slots, and an event fires for every save and load. The full C++ source is included, with a C++ guide. Moving from the engine’s Save Game to Slot? Import Engine Save Game reads those saves once, so your players keep their progress.

Try it before you buy

The free Windows demo plays nine short chapters on a waterfront and a World Partition road: save and load, quick saves and checkpoints, save points and regrowth, what saves, a guard with abilities, travel and reset areas, open world streaming, the slot screen, and a power cut during a save. The Example Project shows the whole setup in a real project (it needs the plugin installed).

Questions or problems? Open a private thread in #support on Discord.