EasySavePro
The robust, asynchronous save/load system for Unreal Engine 5. Manage open worlds, persistent data, and screenshots without freezing your game.
Getting Started
Follow this 3-step guide to integrate the plugin in under 5 minutes.
Enable Plugin
Enable EasySavePro in Edit > Plugins. Restart your editor.
Mark Actors
Add the EasySaveComponent to any Actor you want to persist (Player, Chest, Enemy).
- Automatically adds the tag
"SaveMe". - Handles Transform & Physics automatically.
- Saves any variable marked as "SaveGame".
Implement Interface
(Optional) Use EasySaveInterface for custom logic.
Utility Nodes
| Node | Description |
|---|---|
| Import Save Screenshot | Loads .png as Texture2D. |
| Format Played Time | Seconds → HH:MM:SS. |
| Format Save Date | DateTime → String. |
Core Features
Saving
Use Save World Async.
- Async: No lag spikes.
- Screenshot: Auto-capture viewport.
- Metadata: Custom String Maps.
Loading
Auto-Save
Rolling timer system.
- Start / Stop / Update Settings nodes.
- Overwrites oldest slots cyclically.
Global Save
Persistent GameInstance data.
- Independent of Level.
- Great for Audio/Video Settings.
Advanced Features
Async Screenshots
Compressed in a background thread. You can resize them (e.g. 640x360) using the Width/Height pins to save disk space.
Custom Metadata
Attach arbitrary data to save slots without loading the full save file.
Pass a Map to Save World Async input.
Use GetAllSaveSlots and break the struct.
Debug Mode
EasySave.ShowDebug 1
Node Reference
| Node Name | Category | Function |
|---|---|---|
| Save World Async | Async | Saves world + screenshot. |
| Load World Full | EasySave | Reloads map (Hard reset). |
| Load World Instant | EasySave | Restores actors only (Soft reset). |
| Save Global | EasySave | Saves GameInstance. |
| Load Global | EasySave | Loads GameInstance. |
| Open Level With Data | Travel | Preserves Player State during travel. |
| Get All Save Slots | File | Lists all saves on disk. |
| Delete Save | File | Deletes a specific slot. |
| Does Save Exist | File | Checks if a slot is valid. |
| Start Auto Save | AutoSave | Begins the loop. |
| Stop Auto Save | AutoSave | Pauses/Stops the auto-save timer. |
| Update Auto Save Settings | AutoSave | Changes interval/max slots on the fly. |
| Is Auto Save Active | AutoSave | Returns true if the timer is running. |
Best Practices
Use OpenLevelWithData instead of the standard node to keep inventory/stats when changing maps.
If you Alt-Drag actors, click "Force Generate ID" in the Details panel to avoid duplicates.
Only variables with the "SaveGame" checkbox are saved.