โ๏ธ SaveKit Lite vs. Unreal Engine Save Game System
While Unreal Engine provides built-in Save Game functionality, SaveKit Lite is designed to make common save/load tasks simpler, faster, and entirely Blueprint-accessible โ with no boilerplate setup.
๐ Core Differences
| Feature | UE Save System | SaveKit Lite |
|---|---|---|
| Requires custom SaveGame class | โ Yes | โ No (uses built-in type) |
| Actor transform saving | โ Manual | โ Built-in via flag |
| Actor tag saving | โ Manual | โ Automatic |
| Variable saving logic | โ Manual coding | โ Built-in key-value |
| Component-based setup | โ No | โ
Saveable component |
| Auto actor discovery in level | โ No | โ
Uses TActorIterator |
| UI metadata (time, version, slot) | โ No | โ Built-in structs |
| Save versioning | โ Manual (code) | โ Optional param in node |
| Blueprint-only compatibility | โ ๏ธ Limited | โ Full support |
| Blueprint-only workflow | โ ๏ธ Partially | โ 100% supported |
๐ฏ Use SaveKit Lite When You Want:
- Faster prototyping of save/load features
- A no-code, Blueprint-only workflow
- Automatic saving of transforms, variables, and tags
- UI integration with
ListViewor buttons - Slot metadata and save version control
โ When to Use Native SaveGame
If you need:
- Full control of serialized data structures
- Complex nested objects or UObject arrays
- Saving references to spawned actors or runtime instances
- Custom asynchronous systems at scale
Then native SaveGame + C++ may be better.
โ For 90% of common use cases โ SaveKit Lite is faster, easier, and modular.
๐ก SaveKit Lite is fully compatible with UE SaveGame โ you can mix both as needed. Use C++ to extend or bridge advanced cases.