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๐Ÿ’พ Saving & Loading Game State

๐Ÿงญ First time using SaveKit Lite? Start with the Quick Start guide

SaveKit Lite provides simple Blueprint functions to persist and restore actor state across gameplay sessions.


Want to store runtime data like counters or flags?
See Working with Variables.


๐Ÿ”˜ Save Game

Use the node:

Save Kit โ†’ SaveGame(SlotName [, ``SaveVersion``])

Save Game node example

This Blueprint example saves to slot Profile_1 with version 1.

๐Ÿ’ก You can use any name as the slot (e.g. "Main", "Save1", "AutoSave")

This will:

  • Create or overwrite a save slot with the given name
  • Collect all actors in the level with a Saveable component
  • Store their transform (if enabled), custom variables, tags, and any SaveGame properties

๐Ÿ” Load Game

Use:

Save Kit โ†’ LoadGame(SlotName)

Load Game node example

Restores the saved state of all matching actors in the current level.

โš ๏ธ Only actors that currently exist in the level and match the saved names will be affected. If an actor was deleted after saving, it will not be restored.

This will:

  • Load the specified save slot
  • Match actors by name in the current level
  • Apply the saved state to each actor that has a Saveable component

๐Ÿ”ข Optional Save Version

The SaveGame() node includes an optional second parameter: SaveVersion.

  • If not specified, version defaults to 1
  • You can set a custom version manually (e.g. 2, 5, 1001) to track changes in save data format

You can retrieve and display the version later via:

  • GetSaveSlotInfos() โ†’ returns SaveVersion along with slot name and time
  • UI widgets (e.g. ListView using SaveSlotInfoObject)

๐Ÿ’ก Example Save Version Display

This example stores a save under slot AutoSave with version 3.

Save Game with version 3


๐Ÿง  What Gets Loaded?

When loading, SaveKit Lite restores the following data for matching actors with a Saveable component:

  • Actor transform (if Save Transform was enabled)
  • All Variables To Save values
  • Actor tags
  • Any SaveGame-marked properties

โš ๏ธ Actors that no longer exist in the level will not be respawned.


๐Ÿ“ Save Slot Location

Where save files are stored depends on how the game is run:


โ–ถ๏ธ While running in the Editor:

<ProjectFolder>/Saved/SaveGames/

Used during development when playing in-editor (PIE or Standalone).


๐Ÿ“ฆ In packaged builds (Shipping/Development):

C:\Users\<UserName>\AppData\Local\<ProjectName>\Saved\SaveGames\

Used in final builds, including those launched outside of the editor.


This applies to both .sav files and their metadata.
You can access these files manually for backup, sync, or debugging purposes.