The Crimson Save System provides a robust, fragment-based architecture for Unreal Engine 5, offering a highly extensible and decoupled solution for managing persistent player data and saveable world states.
At its core, the Crimson Save System uses a powerful, fragment-based architecture. Instead of one monolithic file, it saves data in small, independent chunks, intelligently separating persistent player data (like inventory or skills) from level-specific world data (like opened chests or destroyable objects).
Extensibility is a key feature. Make any part of your game saveable by simply implementing a clean interface.
Persistent Player Data: Make any UObject, Actor Component, or Subsystem (like inventory, skills, or stats) saveable by implementing the ICrimsonSaveableSystem interface.
Saveable World Actors: Save the state of any Actor placed in your level (like chests, doors, or enemies) by implementing the ICrimsonSaveableActor interface.
Blueprint & C++ Ready: All interfaces are fully Blueprintable, allowing both C++ programmers and Blueprint-only developers to integrate the system with ease.
Optimized Saving: Perform a full save at a checkpoint, or use the high-frequency save function to update just a single fragment (like inventory) without saving everything.
PIE Debugging Tools: Streamline your testing with built-in developer settings to automatically load, reset, or bypass save slots when playing in the editor.