Skip to content

โš–๏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.


๐Ÿ” Core Differences

Feature UE Save System SaveKit Lite
Requires custom SaveGame class โœ… Yes โŒ No (uses built-in type)
Actor transform saving โŒ Manual โœ… Built-in via flag
Actor tag saving โŒ Manual โœ… Automatic
Variable saving logic โŒ Manual coding โœ… Built-in key-value
Component-based setup โŒ No โœ… Saveable component
Auto actor discovery in level โŒ No โœ… Uses TActorIterator
UI metadata (time, version, slot) โŒ No โœ… Built-in structs
Save versioning โŒ Manual (code) โœ… Optional param in node
Blueprint-only compatibility โš ๏ธ Limited โœ… Full support
Blueprint-only workflow โš ๏ธ Partially โœ… 100% supported

๐ŸŽฏ 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 ListView or 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.


โœ… For 90% of common use cases โ€” SaveKit Lite is faster, easier, and modular.

๐Ÿ’ก SaveKit Lite is fully compatible with UE SaveGame โ€” you can mix both as needed. Use C++ to extend or bridge advanced cases.