git clone https://github.com/ComeOnOliver/skillshub
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames" ~/.claude/skills/comeonoliver-skillshub-ue-serialization-savegames && rm -rf "$T"
skills/quodsoler/unreal-engine-skills/ue-serialization-savegames/SKILL.mdUE 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
; earlier versions differ)ULocalPlayerSaveGame - 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:
- Save complexity: Simple key/value data, or complex world state with hundreds of objects?
- Data types: Primitives, nested structs, asset references (soft vs. hard)?
- Versioning needs: Live game with future patches? Old saves must keep working?
- Multiple save slots: How many? Does each player/user get their own?
- 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-Pattern | Problem | Fix |
|---|---|---|
Saving raw or | Pointers invalid between sessions | Save or a stable unique ID |
| No version field | Adding/removing fields corrupts old saves silently | Always include ; run migrations on load |
on game thread per frame | Blocks rendering, causes hitches | Use |
without in a saved field | Silent serialization failure | Add to all saved structs |
Ignoring | Reads past corrupted data, applies garbage | Check after every block; abort immediately if set |
| Overlapping async saves | Second save starts before first completes | Guard with flag or |
| Hardcoded save file paths | Breaks on consoles and different platforms | Use APIs; 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
— UPROPERTY, USTRUCT, UObject lifetimeue-cpp-foundations
— FSoftObjectPath patterns for asset references in savesue-data-assets-tables
— GameInstance as save manager host; GameMode auto-save integrationue-gameplay-framework
Reference Files
— Full slot manager subsystem, metadata bank, multi-user patterns, and migration pipelinereferences/save-system-architecture.md