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):
- Add the ILoadSaveInterface to your Actor
- Mark properties with SaveGame
- Call Async Save Actors / Async Load Actors — done
UCLASS()
class AMyCharacter : public ACharacter, public ILoadSaveInterface
{
GENERATED_BODY()
UPROPERTY(SaveGame)
int32 Gold = 0;
};