ZeroSave is now available on Fab.
ZeroSave is a low-setup save/load plugin for Unreal Engine 5.6 - 5.8.
It is designed for single-player Unreal Engine projects that need reliable world and gameplay-state saving without registering every Actor, marking every property, or building a large custom save framework first.
Fab:
Main features:
- Low-setup save/load workflow
- Blueprint nodes for Save Game Async and Load Game Async
- Automatic discovery of supported Actors, Components, Blueprint variables, and C++ properties
- Same-level and cross-level loading
- Slot helpers for save existence checks, slot info, slot enumeration, thumbnails, and deletion
- Opt-out controls through ZeroSave > Skip Save/Load, C++ metadata, Actor tag, and optional advanced filters
- Diagnostics for skipped, unsupported, missing, or ambiguous state
Current release scope:
- Unreal Engine 5.6, 5.7, and 5.8
- Windows 64-bit
- Single-player projects
- Runtime module + editor module
ZeroSave intentionally favors clear diagnostics over guessing when it encounters unsupported or ambiguous state. For example, project-specific death/respawn flows, Controller possession, multiplayer, arbitrary UObject graphs, complex external Component lifecycles, and World Partition-specific restore behavior are not claimed as automatic in the current release.
Support:
Feedback, questions, and real-project edge cases are welcome.