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

**URL:** <https://forums.unrealengine.com/t/slicesaveload-zero-config-actor-save-load-subsystem-for-ue-5-2-5-8/2853451>\
**Category:** 简体中文 (Simplified Chinese)\
**Tags:** unreal-engine, question, fab\
**Created:** [November 10, 2026, 5:26pm UTC](https://forums.unrealengine.com/t/slicesaveload-zero-config-actor-save-load-subsystem-for-ue-5-2-5-8/2853451 "2026-11-10T17:26:49Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![shbvhhfv](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@shbvhhfv](https://forums.unrealengine.com/u/shbvhhfv)\
**Post date:** [November 10, 2026, 5:26pm UTC](https://forums.unrealengine.com/t/slicesaveload-zero-config-actor-save-load-subsystem-for-ue-5-2-5-8/2853451/1 "2026-11-10T17:26:49Z")

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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

```cpp
UCLASS()
class AMyCharacter : public ACharacter, public ILoadSaveInterface
{
    GENERATED_BODY()

    UPROPERTY(SaveGame)
    int32 Gold = 0;
};
```
