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SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
Skip to content

Repository files navigation

SaveGSystem Plugin for Unreal Engine

The SaveGSystem plugin is a robust and flexible save/load system designed for Unreal Engine 5.5. It provides a comprehensive framework for saving and loading game data, including actors, properties, and complex data structures. The plugin is highly customizable and supports both synchronous and asynchronous operations, making it suitable for a wide range of game development scenarios.
Note: This plugin is designed exclusively for single-player games and does not support networking or multiplayer functionality. If you are developing a multiplayer game, you will need to implement additional networking logic to handle save/load operations across clients and servers.

Features

  • Save and Load Game Data: Easily save and load game data for actors and objects that implement the USaveGInterface.
  • Asynchronous Operations: Supports asynchronous save and load operations to avoid blocking the main game thread.
  • Data Compression: Utilizes Zlib compression to reduce the size of saved data.
  • JSON Support: Optionally save data in JSON format for easy debugging and manual editing.
  • Customizable Metadata: Mark properties with SaveGame metadata to control which properties are saved.
  • Support for Complex Data Types: Handles a wide range of data types, including:
    • Primitive types (bool, int, float, etc.)
    • Strings, Names, and Text
    • Enums
    • Structs
    • Arrays
    • Maps
    • Soft Object and Class References
  • Automated Testing: Includes a suite of automated tests to ensure the reliability of the save/load system.

Usage

1. Implementing the SaveGInterface

To enable saving and loading for an actor or object, implement the USaveGInterface in your class. This interface provides four methods that allow you to perform actions before and after saving or loading:

classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:virtualvoidPreSave_Implementation() override;
virtualvoidPostSave_Implementation() override;
virtualvoidPreLoad_Implementation() override;
virtualvoidPostLoad_Implementation() override;
};

2. Marking Properties for Saving

Use the SaveGame metadata to mark properties that should be saved:

UCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
};

3. Saving and Loading Data

Use the USaveGSubSystem to save and load data. The subsystem provides methods for saving and loading individual objects, as well as entire worlds.

Saving Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", this);
SaveSubSystem->SaveDataInFile("MySaveFile");
}

Loading Data

USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", this);
}

4. Customizing Save Settings

You can customize the save system's behavior by modifying the USaveGSettings class. For example, you can enable or disable saving data in JSON format:

UCLASS(Config = "Game", defaultconfig, meta = (DisplayName = "SaveG System Settings"))
classSAVEGSYSTEM_API USaveGSettings : public UDeveloperSettings
{
GENERATED_BODY()
public:UPROPERTY(Config, EditAnywhere, Category = "General Settings")
bool bEnableSaveDataJSONFile{false};
};

5. Running Automated Tests

The plugin includes a suite of automated tests to ensure the save/load system works as expected. You can run these tests from the Unreal Engine editor:

Open the Session Frontend (Window > Developer Tools > Session Frontend).

Go to the Automation tab.

Run the tests under the SaveGSystem category.

Example

Here’s a simple example of how to use the SaveGSystem in your game:

// In YourActor.hUCLASS()
classYOURGAME_API AYourActor : public AActor, public ISaveGInterface
{
GENERATED_BODY()
public:UPROPERTY(SaveGame)
int32 Health;
UPROPERTY(SaveGame)
FString PlayerName;
virtualvoidPreSave_Implementation() override
{
// Perform any pre-save actions here
}
virtualvoidPostSave_Implementation() override
{
// Perform any post-save actions here
}
virtualvoidPreLoad_Implementation() override
{
// Perform any pre-load actions here
}
virtualvoidPostLoad_Implementation() override
{
// Perform any post-load actions here
}
};
// In YourGameMode.cppvoidAYourGameMode::SaveGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->UpdateSaveData("PlayerData", PlayerActor);
SaveSubSystem->SaveDataInFile("MySaveFile");
}
}
voidAYourGameMode::LoadGame()
{
USaveGSubSystem* SaveSubSystem = USaveGSubSystem::Get(GetWorld());
if (SaveSubSystem)
{
SaveSubSystem->LoadDataFromFile("MySaveFile");
SaveSubSystem->LoadSaveData("PlayerData", PlayerActor);
}
}

📫 Other

‼️ Attention: If you can improve my trash code then make a pull request.

©️Authors:

Mark Veligod

About

An attempt to create a universal plug-in for saving and compressing data about the game world

Resources

Stars

9 stars

Watchers

1 watching

Forks

Contributors

Languages