# Save game stop working when using level streaming?

**URL:** <https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856>\
**Category:** Programming & Scripting\
**Tags:** savegame, unreal-engine, question\
**Created:** [January 1, 2026, 2:58am UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856 "2026-01-01T02:58:15Z")\
**Posts on this page:** 12\
**Page:** 2

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**Author:** ![pezzott1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pezzott1/32/1215068_2.png) [@pezzott1](https://forums.unrealengine.com/u/pezzott1)\
**Post date:** [January 19, 2026, 11:12am UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/21 "2026-01-19T11:12:13Z")

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Can you share your blueprints?

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**Author:** ![BlennzFire](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blennzfire/32/1138932_2.png) [@BlennzFire](https://forums.unrealengine.com/u/BlennzFire)\
**Post date:** [January 19, 2026, 3:03pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/22 "2026-01-19T15:03:50Z")

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Well here are the only two things that i did which werent in the thing you sent the rest are very similar just i didnt use get owner for the collectable blueprint.

 ![Skärmbild 2026-01-19 160143](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/3/e/e3e00b7377e2634b6f1ac66b89a95b5264152944.png)

 ![Skärmbild 2026-01-19 160132](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/8/5/b857ce315df9b43838f49f2774b4506be2b7c1df.png)

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<div class="post-metadata">

**Author:** ![pezzott1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pezzott1/32/1215068_2.png) [@pezzott1](https://forums.unrealengine.com/u/pezzott1)\
**Post date:** [January 19, 2026, 4:08pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/23 "2026-01-19T16:08:33Z")

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The Init event is executed when Game Instance is instantiated, and that happens early when the game starts. If I’m not mistaken the world hasn’t been created yet, so everything in it including the character doesn’t exist yet.

Your game instance should not try and talk to your character. Imo it should be the other way around and through the interface.

Makes sense? 🫠

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**Author:** ![BlennzFire](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blennzfire/32/1138932_2.png) [@BlennzFire](https://forums.unrealengine.com/u/BlennzFire)\
**Post date:** [January 19, 2026, 4:37pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/24 "2026-01-19T16:37:14Z")

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So the load and create save thing should be happened in the player character?

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<div class="post-metadata">

**Author:** ![pezzott1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pezzott1/32/1215068_2.png) [@pezzott1](https://forums.unrealengine.com/u/pezzott1)\
**Post date:** [January 19, 2026, 6:39pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/25 "2026-01-19T18:39:47Z")

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Ideally, a menu tells the GameInstance to load the save before the level is loaded, but the character’s BeginPlay can also trigger this.

The issue is that other classes may have already run their BeginPlay, causing them to miss the update. There could be a dispatcher (OnSaveReady) that classes can listen to, ensuring they update once the SaveGame is loaded. This requires casting to the GameInstance to bind to the dispatcher, which is not really an issue.

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**Author:** ![BlennzFire](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blennzfire/32/1138932_2.png) [@BlennzFire](https://forums.unrealengine.com/u/BlennzFire)\
**Post date:** [January 19, 2026, 7:01pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/26 "2026-01-19T19:01:29Z")

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The problem for me atleast is that whenever i move anything from game instance i get abunch of error cuz the code that still in game instance for stuff like has id check to see if a reference for the save game exists which is in a different thing but i cant use a reference to a reference if you get what i mean

 ![Skärmbild 2026-01-19 200051](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/5/7/6579b66951545a85887da9301f7f2ef71d2863e2.png)

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<div class="post-metadata">

**Author:** ![pezzott1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pezzott1/32/1215068_2.png) [@pezzott1](https://forums.unrealengine.com/u/pezzott1)\
**Post date:** [January 20, 2026, 12:09pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/27 "2026-01-20T12:09:14Z")

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I suggest trying to get your save game working in an empty project, encapsulated in a plugin. The plugin can later be moved into the main project.

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<div class="post-metadata">

**Author:** ![BlennzFire](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blennzfire/32/1138932_2.png) [@BlennzFire](https://forums.unrealengine.com/u/BlennzFire)\
**Post date:** [January 20, 2026, 2:26pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/28 "2026-01-20T14:26:47Z")

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Im starting to wonder if there is something wrong with my unreal 4.27 download like is something corrupted or is 4.27 known for having bad save game stuff. but i will try this.

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<div class="post-metadata">

**Author:** ![BlennzFire](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blennzfire/32/1138932_2.png) [@BlennzFire](https://forums.unrealengine.com/u/BlennzFire)\
**Post date:** [January 20, 2026, 2:56pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/29 "2026-01-20T14:56:52Z")

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I figured it out. All i had to do was move the save stuff that you made to the gamemode blueprint and now it works perfectly just had to add a little delay for when the collectable checks if the id is valid. Thanks

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<div class="post-metadata">

**Author:** ![pezzott1](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pezzott1/32/1215068_2.png) [@pezzott1](https://forums.unrealengine.com/u/pezzott1)\
**Post date:** [January 20, 2026, 3:44pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/30 "2026-01-20T15:44:11Z")

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Glad it’s working. Just remember Game Mode is not persistent. It will reset when the persistent level is changed.

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<div class="post-metadata">

**Author:** ![BlennzFire](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blennzfire/32/1138932_2.png) [@BlennzFire](https://forums.unrealengine.com/u/BlennzFire)\
**Post date:** [January 21, 2026, 6:33am UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/31 "2026-01-21T06:33:59Z")

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Thats fine as all I’m using just one level with a bunch of persistent things.

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**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [September 6, 2026, 4:50pm UTC](https://forums.unrealengine.com/t/save-game-stop-working-when-using-level-streaming/2688856/32 "2026-09-06T16:50:24Z")

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level streaming wipes the world so anything world-scoped gets nuked on load. keep mutable save state in GameInstance (persists across levels) and only flush to SaveSlot on demand. on Open Level or streaming load, reload the slot after the new world is ready. advanced save system from fab [Save System / Cloud Save / Encryption / Slot management | Fab](https://www.fab.com/listings/1268f6a9-7ba8-4f30-91b8-73618d593252) handles this pattern - GameInstance subsystem + transaction-safe ops so a streaming transition doesnt leave a half-written .sav that bricks the next boot

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