ue-serialization-savegames

Use when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "ue-serialization-savegames" with this command: npx skills add quodsoler/unreal-engine-skills/quodsoler-unreal-engine-skills-ue-serialization-savegames

UE Serialization & Save Games

You are an expert in Unreal Engine's serialization and save game systems. You implement save/load pipelines using USaveGame, FArchive, config files, and versioning so player progress persists correctly across sessions and game updates.


Step 1: Read Project Context

Read .agents/ue-project-context.md before giving any recommendations. You need:

  • Engine version (UE 5.0+ has ULocalPlayerSaveGame; earlier versions differ)
  • Module names (the save system lives in a specific module)
  • Target platforms (console vs. PC save paths and user indices differ)
  • Whether multiplayer is in scope (server-authoritative vs. client-local saves)

If the file does not exist, ask the user to run /ue-project-context first.


Step 2: Gather Requirements

Ask before writing code:

  1. Save complexity: Simple key/value data, or complex world state with hundreds of objects?
  2. Data types: Primitives, nested structs, asset references (soft vs. hard)?
  3. Versioning needs: Live game with future patches? Old saves must keep working?
  4. Multiple save slots: How many? Does each player/user get their own?
  5. Async requirement: Can save/load stall the game thread, or must it be background?

Step 3: USaveGame Subclass

USaveGame is an abstract UObject from GameFramework/SaveGame.h. Subclass it and mark fields with UPROPERTY(SaveGame) for automatic tagged serialization by UGameplayStatics.

// MyGameSaveGame.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "MyGameSaveGame.generated.h"

USTRUCT(BlueprintType)
struct FInventoryItemData
{
    GENERATED_BODY() // Required — missing GENERATED_BODY() breaks struct serialization silently

    UPROPERTY(SaveGame) FName  ItemID;
    UPROPERTY(SaveGame) int32  Quantity = 0;
    UPROPERTY(SaveGame) bool   bIsEquipped = false;
};

UCLASS(BlueprintType)
class MYGAME_API UMyGameSaveGame : public USaveGame
{
    GENERATED_BODY()
public:
    UPROPERTY(SaveGame) int32   SaveVersion = 0;      // Always include a version field
    UPROPERTY(SaveGame) float   PlayerHealth = 100.f;
    UPROPERTY(SaveGame) int32   PlayerLevel = 1;
    UPROPERTY(SaveGame) FVector LastCheckpointLocation = FVector::ZeroVector;
    UPROPERTY(SaveGame) FString PlayerDisplayName;
    UPROPERTY(SaveGame) float   TotalPlayTimeSeconds = 0.f;
    UPROPERTY(SaveGame) TArray<FInventoryItemData>   InventoryItems;
    UPROPERTY(SaveGame) TMap<FName, int32>            AbilityLevels;
    // TSet<FName> is also supported in UPROPERTY(SaveGame) fields and serializes/deserializes automatically.

    // Asset references: FSoftObjectPath stores a string path — safe across saves
    // Never use raw UObject* or hard TObjectPtr<> to content assets in save data
    UPROPERTY(SaveGame) FSoftObjectPath LastEquippedWeaponPath;
};

Saving and Loading

#include "Kismet/GameplayStatics.h"

static const FString SlotName  = TEXT("MainSave");
static constexpr int32 UserIdx = 0; // Always 0 on PC; use GetPlatformUserIndex() on console

// Create the object first, populate its fields, then save
UMySaveGame* SaveGame = Cast<UMySaveGame>(UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
SaveGame->PlayerHealth = 75.f;
// Then pass SaveGame to SaveGameToSlot / AsyncSaveGameToSlot below

// Sync save (blocks game thread — avoid in gameplay)
bool bSaved = UGameplayStatics::SaveGameToSlot(SaveData, SlotName, UserIdx);

// Async save (preferred — does not block)
FAsyncSaveGameToSlotDelegate OnSaved;
OnSaved.BindUObject(this, &USaveManager::OnAsyncSaveComplete);
UGameplayStatics::AsyncSaveGameToSlot(SaveData, SlotName, UserIdx, OnSaved);

// Load
if (UGameplayStatics::DoesSaveGameExist(SlotName, UserIdx))
{
    UMyGameSaveGame* Save = Cast<UMyGameSaveGame>(
        UGameplayStatics::LoadGameFromSlot(SlotName, UserIdx));
}

// Async load
FAsyncLoadGameFromSlotDelegate OnLoaded;
OnLoaded.BindUObject(this, &USaveManager::OnAsyncLoadComplete);
UGameplayStatics::AsyncLoadGameFromSlot(SlotName, UserIdx, OnLoaded);

// Delete
UGameplayStatics::DeleteGameInSlot(SlotName, UserIdx);

Step 4: ULocalPlayerSaveGame (UE 5.0+)

ULocalPlayerSaveGame ties a save to a specific local player, tracks versioning via GetLatestDataVersion(), and provides HandlePostLoad() for migrations.

UCLASS()
class MYGAME_API UMyLocalPlayerSave : public ULocalPlayerSaveGame
{
    GENERATED_BODY()
public:
    virtual int32 GetLatestDataVersion() const override { return 3; }
    virtual void  HandlePostLoad() override;

    UPROPERTY(SaveGame) TMap<FName, int32> UnlockedAbilities;
};

void UMyLocalPlayerSave::HandlePostLoad()
{
    Super::HandlePostLoad();
    const int32 Ver = GetSavedDataVersion(); // version when last saved

    if (Ver < 2) { UnlockedAbilities.Add(TEXT("Dash"), 1); }
    // Ver < 3 migrations go here
}
// Load or create (sync)
UMyLocalPlayerSave* Save = ULocalPlayerSaveGame::LoadOrCreateSaveGameForLocalPlayer(
    UMyLocalPlayerSave::StaticClass(), PlayerController, TEXT("PlayerSlot0"));

// Load or create (async)
ULocalPlayerSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer(
    UMyLocalPlayerSave::StaticClass(), PlayerController, TEXT("PlayerSlot0"),
    FOnLocalPlayerSaveGameLoadedNative::CreateUObject(this, &AMyPC::OnSaveLoaded));

// Save back
Save->AsyncSaveGameToSlotForLocalPlayer(); // async (preferred)
Save->SaveGameToSlotForLocalPlayer();      // sync

Step 5: FArchive and Custom Serialization

FArchive (from Serialization/Archive.h) is the base for all UE serialization. Key API:

Ar.IsLoading()    // true when deserializing — same operator<< handles both directions
Ar.IsSaving()     // true when serializing to output
Ar.IsError()      // true after any read/write failure — always check before continuing
Ar.Tell()         // current position (int64); -1 if not seekable
Ar.CustomVer(Key) // returns the registered version number for a FGuid key

FMemoryWriter and FMemoryReader

FMemoryWriter/FMemoryReader (from Serialization/MemoryWriter.h / MemoryReader.h) serialize to/from TArray<uint8>:

// Serialize to bytes
TArray<uint8> OutBytes;
FMemoryWriter Writer(OutBytes, /*bIsPersistent=*/true);
int32 Version = 2;
Writer << Version;          // Serialize version header first — always
Writer << SomeData;
checkf(!Writer.IsError(), TEXT("Serialization failed"));

// Deserialize from bytes
FMemoryReader Reader(OutBytes, /*bIsPersistent=*/true);
int32 LoadedVersion = 0;
Reader << LoadedVersion;
if (LoadedVersion < 1 || Reader.IsError()) { /* corrupt data */ return; }
Reader << SomeData;

FBufferArchive

FBufferArchive (from Serialization/BufferArchive.h) combines FMemoryWriter + TArray<uint8> — the object is the output buffer:

FBufferArchive Buffer(/*bIsPersistent=*/true);
int32 Magic = 0x53415645; // 'SAVE'
Buffer << Magic;
Buffer << MyStruct;        // requires operator<< overload
TArray<uint8> Bytes = MoveTemp(Buffer); // FBufferArchive IS a TArray<uint8>

Custom operator<< for Structs

Define operator<< to make a struct serializable via any FArchive (required when passing it to FBufferArchive, FMemoryWriter, etc.):

FArchive& operator<<(FArchive& Ar, FMyCustomData& Data)
{
    Ar << Data.Name << Data.Value << Data.Timestamp;
    return Ar;
}

Compressed Archives

For large saves, use FArchiveSaveCompressedProxy / FArchiveLoadCompressedProxy (from Serialization/ArchiveSaveCompressedProxy.h):

// Compress
TArray<uint8> Compressed;
FArchiveSaveCompressedProxy Comp(Compressed, NAME_Zlib);
Comp.Serialize(RawData.GetData(), RawData.Num());
Comp.Flush();

// Decompress
FArchiveLoadCompressedProxy Decomp(Compressed, NAME_Zlib);
TArray<uint8> Raw;
Raw.SetNum(KnownUncompressedSize);
Decomp.Serialize(Raw.GetData(), Raw.Num());

Custom Serialize() on UObject

Override Serialize(FArchive& Ar) for precise binary layout control:

void UMyObject::Serialize(FArchive& Ar)
{
    Super::Serialize(Ar); // always call Super first
    Ar << BinaryField;
    Ar << UniqueRunID;
    if (Ar.IsLoading() && Ar.IsError()) { /* handle corruption */ }
}

Step 6: Versioning

Integer Versioning in USaveGame

namespace ESaveVersion
{
    enum Type : int32
    {
        Initial          = 0,
        AddedInventory   = 1,
        SoftRefForWeapon = 2,
        VersionPlusOne,
        Latest = VersionPlusOne - 1
    };
}

void USaveManager::RunMigrations(UMyGameSaveGame* Save)
{
    if (Save->SaveVersion == ESaveVersion::Latest) { return; }

    if (Save->SaveVersion < ESaveVersion::AddedInventory)
        Save->InventoryItems.Reset();

    if (Save->SaveVersion < ESaveVersion::SoftRefForWeapon)
    { /* convert old FName field to FSoftObjectPath */ }

    Save->SaveVersion = ESaveVersion::Latest; // stamp after migration
}

FCustomVersionRegistration (FArchive-based saves)

// Declare version enum + GUID (generate once with FGuid::NewGuid(), then hardcode)
struct FMySaveVersion
{
    enum Type { Initial = 0, AddedQuestData = 1, VersionPlusOne, Latest = VersionPlusOne - 1 };
    static const FGuid GUID;
};
const FGuid FMySaveVersion::GUID(0xA1B2C3D4, 0xE5F60718, 0x293A4B5C, 0x6D7E8F90);

// Register globally (module startup or static):
FCustomVersionRegistration GReg(FMySaveVersion::GUID, FMySaveVersion::Latest, TEXT("MySave"));

// In Serialize():
Ar.UsingCustomVersion(FMySaveVersion::GUID);
const int32 Ver = Ar.CustomVer(FMySaveVersion::GUID);
Ar << CoreData;
if (Ver >= FMySaveVersion::AddedQuestData)
    Ar << QuestData;
else if (Ar.IsLoading())
    QuestData.Reset(); // Initialize missing data on old saves

Struct Field Migration

When a struct field is renamed or its type changes, override Serialize() on the struct to migrate old data:

void FMyStruct::Serialize(FArchive& Ar)
{
    Ar.UsingCustomVersion(FMySaveVersion::GUID);
    if (Ar.CustomVer(FMySaveVersion::GUID) < FMySaveVersion::RenamedHealthToHP)
    {
        float OldHealth;
        Ar << OldHealth;
        HP = OldHealth; // Migrate old field name to new
    }
    else
    {
        Ar << HP;
    }
}

Step 7: Config Files

UGameUserSettings (user preferences)

UCLASS()
class MYGAME_API UMyGameUserSettings : public UGameUserSettings
{
    GENERATED_BODY()
public:
    UPROPERTY(Config, BlueprintReadWrite, Category="Game")
    float MasterVolume = 1.0f;

    UPROPERTY(Config, BlueprintReadWrite, Category="Game")
    bool bSubtitlesEnabled = true;

    void ApplyAndSave() { ApplySettings(false); SaveSettings(); }
};
// Register in DefaultEngine.ini:
// [/Script/Engine.Engine]
// GameUserSettingsClassName=/Script/MyGame.MyGameUserSettings

UDeveloperSettings (project settings)

UCLASS(Config=Game, DefaultConfig, meta=(DisplayName="My Game Settings"))
class MYGAME_API UMyProjectSettings : public UDeveloperSettings
{
    GENERATED_BODY()
public:
    UPROPERTY(Config, EditAnywhere, Category="Save") int32 MaxSaveSlots = 5;
    UPROPERTY(Config, EditAnywhere, Category="Save") bool  bEnableAutoSave = true;
    UPROPERTY(Config, EditAnywhere, Category="Save") float AutoSaveIntervalSeconds = 300.f;
    static const UMyProjectSettings* Get() { return GetDefault<UMyProjectSettings>(); }
};

GConfig Direct Access

#include "Misc/ConfigCacheIni.h"

FString Value;
GConfig->GetString(TEXT("/Script/MyGame.MyConfig"), TEXT("Key"), Value, GGameIni);
GConfig->SetString(TEXT("/Script/MyGame.MyConfig"), TEXT("Key"), TEXT("Val"), GGameIni);
GConfig->Flush(/*bRemoveFromCache=*/false, GGameIni);

MyObject->SaveConfig();  // writes UPROPERTY(Config) fields to .ini
MyObject->LoadConfig();  // reloads from .ini

INI section naming: Section [/Script/ModuleName.ClassName] maps to the CDO. SaveConfig() writes from the object to INI; LoadConfig() reads INI into the object and is called automatically for the CDO at startup. Custom section names require overriding OverrideConfigSection(FString& SectionName).


Cloud Save Integration

// Platform save systems (Steam, EOS, console) provide ISaveGameSystem
// Access via IPlatformFeaturesModule:
ISaveGameSystem* SaveSystem = IPlatformFeaturesModule::Get().GetSaveGameSystem();
if (SaveSystem && SaveSystem->DoesSaveSystemSupportMultipleUsers())
{
    // Platform handles cloud sync — use UGameplayStatics normally
    // Steam: auto-syncs Saved/SaveGames/ via Steam Cloud if configured in Steamworks
    // EOS: use IOnlineSubsystem → IOnlineTitleFileInterface for explicit cloud read/write
}

// Cross-platform pattern: serialize to TArray<uint8>, then write via platform API
TArray<uint8> SaveData;
FMemoryWriter Ar(SaveData);
SaveObject->Serialize(Ar);
// Upload SaveData via platform SDK

// Steam Cloud — write save slot directly via Steamworks API
ISteamRemoteStorage* SteamStorage = SteamRemoteStorage();
if (SteamStorage && SteamStorage->IsCloudEnabledForApp())
{
    SteamStorage->FileWrite("SaveSlot1.sav", SaveData.GetData(), SaveData.Num());
}
// Read back: SteamStorage->FileRead("SaveSlot1.sav", Buffer, Size)

Save Data Encryption

// Use FAES for symmetric encryption of save data
#include "Misc/AES.h"
// Build a zero-padded 32-byte FAESKey from a string.
// Do NOT use Key.Left(32): if the string is shorter than 32 chars it silently
// produces a truncated key, corrupting every encrypt/decrypt call.
static FAESKey MakeAESKey(const FString& KeyString)
{
    FAESKey AESKey;
    FMemory::Memzero(AESKey.Key, FAESKey::KeySize);
    const FTCHARToUTF8 Utf8(*KeyString);
    FMemory::Memcpy(AESKey.Key, Utf8.Get(), FMath::Min(Utf8.Length(), FAESKey::KeySize));
    return AESKey;
}

void EncryptSaveData(TArray<uint8>& Data, const FString& KeyString)
{
    int32 PaddedSize = Align(Data.Num(), FAES::AESBlockSize);
    Data.SetNumZeroed(PaddedSize);
    FAES::EncryptData(Data.GetData(), PaddedSize, MakeAESKey(KeyString));
}

void DecryptSaveData(TArray<uint8>& Data, const FString& KeyString)
{
    FAES::DecryptData(Data.GetData(), Data.Num(), MakeAESKey(KeyString));
}

Why encrypt: Prevents casual save editing for competitive/economy-sensitive games. Not foolproof — determined players can still extract keys from the binary. Combine with server-side validation for authoritative saves.


Step 8: Common Mistakes

Anti-PatternProblemFix
Saving raw UObject* or AActor*Pointers invalid between sessionsSave FSoftObjectPath or a stable unique ID
No version fieldAdding/removing fields corrupts old saves silentlyAlways include int32 SaveVersion; run migrations on load
SaveGameToSlot on game thread per frameBlocks rendering, causes hitchesUse AsyncSaveGameToSlot
USTRUCT without GENERATED_BODY() in a saved fieldSilent serialization failureAdd GENERATED_BODY() to all saved structs
Ignoring Ar.IsError()Reads past corrupted data, applies garbageCheck after every block; abort immediately if set
Overlapping async savesSecond save starts before first completesGuard with bSaveInProgress flag or IsSaveInProgress()
Hardcoded save file pathsBreaks on consoles and different platformsUse UGameplayStatics APIs; FPaths::ProjectSavedDir() only for debug

PIE vs. Packaged / platform paths: In PIE, saves go to <Project>/Saved/SaveGames/. Packaged Windows builds write to %LocalAppData%/<ProjectName>/Saved/SaveGames/. Console platforms use title storage APIs. UGameplayStatics::SaveGameToSlot abstracts all of this through the platform's ISaveGameSystem — never hardcode OS paths; use FPaths::ProjectSavedDir() only for debug logging.


Advanced Edge Cases

Corruption recovery: When Ar.IsError() returns true mid-read or magic/version checks fail, discard the corrupt data and fall back to a fresh save. Optionally maintain a backup slot (write to Slot_Backup before overwriting Slot_Primary) so players never lose all progress:

USaveGame* LoadedSave = UGameplayStatics::LoadGameFromSlot(PrimarySlot, 0);
if (!LoadedSave)
    LoadedSave = UGameplayStatics::LoadGameFromSlot(BackupSlot, 0);
if (!LoadedSave)
    LoadedSave = UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass());

Large saves — chunked approach: Split world state across multiple slots by subsystem (e.g., Save_World_00, Save_Inventory, Save_Quests). Load each with AsyncLoadGameFromSlot in parallel. This prevents single-file bottlenecks and lets you load only what's needed for the current level.

Multiplayer save ownership: Shared world state (quests, economy, enemy state) belongs to server-authoritative saves — the server's AGameMode writes these; clients send state changes via RPCs, never write shared saves directly. Per-player preferences (keybinds, UI layout) remain client-local via ULocalPlayerSaveGame. This split prevents desync and cheating.


Module Dependencies (Build.cs)

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
// For UDeveloperSettings:
PublicDependencyModuleNames.Add("DeveloperSettings");

Related Skills

  • ue-cpp-foundations — UPROPERTY, USTRUCT, UObject lifetime
  • ue-data-assets-tables — FSoftObjectPath patterns for asset references in saves
  • ue-gameplay-framework — GameInstance as save manager host; GameMode auto-save integration

Reference Files

  • references/save-system-architecture.md — Full slot manager subsystem, metadata bank, multi-user patterns, and migration pipeline

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

General

ue-character-movement

No summary provided by upstream source.

Repository SourceNeeds Review
General

ue-editor-tools

No summary provided by upstream source.

Repository SourceNeeds Review
General

ue-module-build-system

No summary provided by upstream source.

Repository SourceNeeds Review
General

ue-materials-rendering

No summary provided by upstream source.

Repository SourceNeeds Review