ue-actor-component-arc…
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
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
$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-serialization-savegames --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/ue-serialization-savegamesContext preview
The summary Claude sees to decide when to auto-load this skill.
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
name: ue-serialization-savegames description: "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." metadata: version: 1.0.0
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.
---
Read `.agents/ue-project-context.md` before giving any recommendations. You need:
If the file does not exist, ask the user to run `/ue-project-context` first.
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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?
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`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;
};#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);---
`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---
`FArchive` (from `Serialization/Archive.h`) is the ba
A collection of 27 AI agent skills for Unreal Engine C++ development. Built for game developers who want AI coding agents to help write correct, production-quality UE5 C++ code.
Use this skill when working with Actor and component design in Unreal Engine. Triggers on:…
Use this skill when implementing AI, AIController, behavior tree, blackboard, AI perception,…
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Use this skill when working with Unreal Engine async operations, threading, parallel…
Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation,…
Use this skill when working with character movement, CharacterMovementComponent, CMC,…