SLOT I/OS Visual Folder/Slots (SaveGame) Management System

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SLOT I/OS**
[size=6]Visual Slot Management System
[size=4](An Advanced [/size]
[/size][size=6][size=4]SaveGame Folder/Slots Operation System)
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Developed with UE4-Powered Applications in mind, SLOT I/O builds on top of UE4’s SaveGame Blueprint Class providing enhanced File I/O functionality to manage Folders, Formats, Slotfiles in-App at run-time. Use SLOT I/OS Hierarchical Format System (inspired by JSON) to build powerful data structures to store any type of data, supporting Scalar, Array, User Define Structs, and Objects. Load/Save Folders, Formats, Slotfiles locally and share via UE4’s Network Replication.
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Features:

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*=center]Save/Load/Vie/Manage Folders, Formats, Slotfiles
*=center]100% Blueprints-based
*=center]Point & Click Navigation
*=center]Path Bar for Manual Navigation
=center]Create Unlimited Folders, Formats, Slotfiles
*=center]Create Formats, assign Icons for distinction
*=center]Use Multiple Formats in a single Application
*=center]UMG-powered GUI Frontend/Backend
*=center]Blueprints Backend featuring EZ Nodes to
Load/Save/Get/Set Slotfile Data
*=center]AutoSave Mechanism
*=center]Folder/Slotfile Permissions
*=center]Slot IO Control Panel & Settings

for a visual folder/slots system you want a dedicated index slot that holds array of {SlotName, Timestamp, PlayTime, Version, Thumb} plus one data slot per save. on save write both, on load read index first so the load screen lists names without deserializing every file. advanced save system from fab Save System / Cloud Save / Encryption / Slot management | Fab exposes exactly that - slot enumeration with timestamp/playtime/version/size plus Duplicate/Rename/Swap so the folder ui stays one call instead of manual file juggling

I was developing this in 2015 before Blueprint File Utilities were added. LOL.
One of my first Blueprints-based Subsystems in UnrealEngine. I did not complete it :frowning: