Request community help for working Save Manager UE4.27

Hi, can the community please help with an obstacle I’ve had for a week?

I have an intractable game like Fortnite or RPGS (where there are level specific goals, chests/doors open, objects moved, checkpoints reached).

I want to save all this data in a [Save game manager - save slots] – where I can select my object Blueprints and tag/flag which of its properties/vars need to be saved.

(I.e. so only things that change are saved in the Save file = faster; and a feature to save Vars that are random generated – i.e. if a rare weapon spawns from a chest (by using a random Int to set its properties) – a way to save its stats in the Save file).

  1. Is there not a [complete] working/free Save manager for UE4.27 that does all of the above??? (there was for UE4.2)

  2. Can someone direct me to a modern tutorial or free plugin about that for UE4.27?

  3. Can a community dev/helper [trusted source] please recompile or whatever, this free asset to work for UE4.27? - then a moderator approve of the file (so the community knows it can be trusted) :slight_smile: ? Save Extension in Code Plugins - UE Marketplace

Thank you.

Details: I’ve hit a roadblock for a week. I’ve searched and followed many tutorials for the above. Yet all are either incomplete (basic and do not teach or do what I described), they’re outdated, or they claim to do the above and offer the free files, but their [Save game manager plugin] is missing from their download link.

E.g. I fall through the level by using 2 of the youtube tutorials. And since the tut is so old, replies are not read and I have no way to get answers, or to even know if the error is because of outdated methods.
(Regardless of if I got a specific answer to their methods/code - it doesn’t change the problem with Epic’s Save game slot: I have to manually make copies of all vars that I want saved - instead of having the feature to go in each BP and have a checkmark that says Save Game? (save its data/var in the save file)? - like the free Plugin did for UE4.2.)

I’ve tried youtube tutorials by these community members: Matt Aspland, Beardgames, Mathew Wadstein. So I appreciate their prior help, but it’s not working for me in UE4.27.

Impact: It’s very frustrating that this [Save game manager] does not already exist for the community by 2022 for UE4.27? I would think it’s a fundamental feature that should be in any game builder engine. Fortnite was able to do this, so I would think Epic would give us a working example?

I tried using Epic’s Save game slot actor/Game Instance. But it seems so basic, since I have to manually go thru all my BPs, make copies of their variables – then tell the Save Game slot/Game instance to save copies of those variables. Then have Set/Get nodes for 100 variables to Load/Save on begin play. It is not viable for 100 vars in an interactive level, and doesn’t have the feature to [tag/flag which of its properties need to be saved].

The free assets “save-extension” and Mathew Wadstein’s file do the above. But are not updated for UE4.27. So it’s frustrating that the community used to have this working feature, but I don’t.

I’ve searched for answers about how to make the free Save-extension Asset update. But it seems to involve recompiling, which looks complicated, idk what I’m doing – I don’t want to mess up my engine/project. (I.e. why we need trusted devs to maintain trusted updates of community assets.)

About the marketplace and consideration for Epic to read: I’m making a prototype demo, no funding – so can’t afford to buy something that used to be free.

And it’s frustrating searching the Marketplace for this fundamental feature – because Idk if what I’m getting will work in UE4.27 as intended, or if it does what I want. I have to read 20 comments per each item, to rule out if it might work before I pay? (I.e. it’s not an Epic dev asset, so it’s hard to trust/know what I’m paying for.)

So can a dev or community member please help with your contribution – so we can get back to doing what we know how to do. We want to make new content (games/demos) using your engine. Thank you :slight_smile:

there is a plugin in the unreal market for what you are asking

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Thanks. But that is paid, and higher price - I lack funding.

  1. What is better about this one, than the used to be free one? (I see it saves a screenshot, and has the “save game” checkmark that I am looking for, which the free one did too.)

“This should really replace the current savegame system epic has. This is so much easier to work with and has a lot more powerful features.” - review

  1. Do you know a way we can request Epic to subsidize his plugin so they add it to official UE?
    (I don’t understand why Epic has not made something better than the basic Save container, or bought someone’s work to add their contribution/intelligence to the community. I think that’s the best way for fundamental engine features.)

well unfortunately epic game dont care about what people say they do what they want, you will need to make your own save system unfortunately then add all the variable with a custom home made save game and load there is not easy way unfortunately

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That is unfortunate. And thus my surprise, why was this issue not discussed and solved years ago? Can anyone direct me to the thread/request?
I read comments from years ago, on Youtube tutorials of the [basic Save method], and they voice the same complaints of it not working or being viable for interactables.

Especially this, is not viable as people upscale their levels. I am still creating level 1 and already it is becoming unmanageable to make copies of all variables I want saved, then Get/Set. (And this doesnt address that making vars cant solve the how to reliably save the Interactables.) And Epic knows this since they made Fortnite, which has many variables that need to be saved for many players at a time.

So then back to my original question #3, can anyone please recompile this for UE4.27? Ty