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Engine\Config\BaseEditor.ini(157):+EditoronlyBPFunctionRedirects=(ClassName=“GameplayStatics”, OldFunctionName=“CreateSaveGameObjectFromBlueprint”, NewFunctionName=“CreateSaveGameObject”, BlueprintParamName=“SaveGameBlueprint”, ClassParamName=“SaveGameClass”)
GameFramework\SaveGame.h(13): * Then when you want to save a game, create an instance of this object using CreateSaveGameObject, fill in the data, and use SaveGameToSlot, providing a slot name.
GameFramework\SaveGame.h(22): * @see UGameplayStatics::CreateSaveGameObject
GameplayStatics.cpp(1774):USaveGame* UGameplayStatics::CreateSaveGameObject(TSubclassOf<USaveGame> SaveGameClass)
\Engine\Source\Runtime\Engine\Private\GameplayStatics.cpp(1784):USaveGame* UGameplayStatics::CreateSaveGameObjectFromBlueprint(UBlueprint* SaveGameBlueprint)
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