SliceSaveLoad — Zero-config Actor save/load subsystem for UE 5.2–5.8

Hi everyone,

SliceSaveLoad is now available on Fab: (link will be added once the listing is live)

It’s a zero-config save/load subsystem for Unreal Engine 5. Implement one interface, mark your properties with SaveGame — and saving and loading is done.

Key highlights:​

  • Frame-sliced async — serialization runs in per-frame batches while Zlib compression and file IO run on background threads, so large actor counts don’t hitch the game thread
  • Incremental saves — only modified Actors are re-serialized; everything else reuses cached bytes
  • Instant slot management — list and delete slots by reading only a 24-byte uncompressed header (no decompression required)
  • Deletion records — level-placed Actors destroyed at runtime are tracked and removed on the next load
  • Stable identities — every saved Actor gets an auto-assigned GUID that persists across sessions, no per-Actor setup
  • Lifecycle events — OnPreSave / OnSaved / OnPreLoad / OnLoaded for both Actors and components
  • Component persistence — SaveGame properties plus scene-component relative transforms
  • Async Blueprint nodes — Async Save Actors / Async Load Actors with OnCompleted / OnFailed pins
  • Progress delegates for UI binding, game-version validation, timing stats

Quick start (Blueprint):​

  1. Add the ILoadSaveInterface to your Actor
  2. Mark properties with SaveGame
  3. Call Async Save Actors / Async Load Actors — done
UCLASS()
class AMyCharacter : public ACharacter, public ILoadSaveInterface
{
    GENERATED_BODY()

    UPROPERTY(SaveGame)
    int32 Gold = 0;
};