USaveGame always returns empty data

I’m trying to store a simple string in a UsaveGame class I make:

I’m using the following setup:

.h file of MySaveGame

#pragma once

#include "GameFramework/SaveGame.h"
#include "MySaveGame.generated.h"

class DEEPDOWN_API UMySaveGame : public USaveGame


		FString PlayerName;

		UPROPERTY(VisibleAnywhere, Category = Basic)
			FString SaveSlotName;

		UPROPERTY(VisibleAnywhere, Category = Basic)
			uint32 UserIndex;

cpp file of MySaveGame

// Fill out your copyright notice in the Description page of Project Settings.

#include "DeepDown.h"
#include "MySaveGame.h"

UMySaveGame::UMySaveGame() {
	SaveSlotName = TEXT("TestSaveSlot");
	UserIndex = 0;

Code in the BeginPlay() of an actor in my game:

	FString PlayerName = TEXT("PlayerOne");

	UMySaveGame* SaveGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));

	SaveGameInstance->PlayerName = PlayerName;
	UGameplayStatics::SaveGameToSlot(SaveGameInstance, SaveGameInstance->SaveSlotName, SaveGameInstance->UserIndex);

	UMySaveGame* LoadGameInstance = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
	LoadGameInstance = Cast<UMySaveGame>(UGameplayStatics::LoadGameFromSlot(LoadGameInstance->SaveSlotName, LoadGameInstance->UserIndex));
	FString PlayerNameToDisplay = LoadGameInstance->PlayerName;
	if (GEngine)
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("OUTPUT"));
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, PlayerNameToDisplay);

However PlayerNameToDisplay always is empty.
The code compiles and ‘OUTPUT’ gets displayed on screen.

I’ve put hours in trying to find the solution to my problem

What am I doing wrong?


I forgot to put UPROPERTY(VisibleAnywhere, Category = Basic) above it…