In plugin settings (inside of Project Settings ~ Game) you can specify a custom RamaSaveEngine Blueprint class, and in that class you can implement these events!
//From RamaSaveEngine.h
/** Value proceeds from 0 to 1 during async save <3 Rama */
UFUNCTION(BlueprintImplementableEvent, Category="Rama Save System")
void Async_ProgressUpdate(const FString& FileName, float Progress);
UFUNCTION(BlueprintImplementableEvent, Category="Rama Save System")
void Async_SaveStarted(const FString& FileName);
UFUNCTION(BlueprintImplementableEvent, Category="Rama Save System")
void Async_SaveFinished(const FString& FileName);
UFUNCTION(BlueprintImplementableEvent, Category="Rama Save System")
void Async_SaveCancelled(const FString& FileName);
This is how you can also display an async saving progress bar!
Rama
PS: Async loading is something I will think about, it brings up some issues of the AI of some creatures starts activating before all the other creatures are fully loaded, will think about it!