Agent skill

Ue Serialization Savegames

by quodsoler in quodsoler/unreal-engine-skills

A skill your agent uses when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++.

MITAuto-check passedGame Development

Install Ue Serialization Savegames

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-serialization-savegames -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-serialization-savegames --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-serialization-savegames .claude/skills/ue-serialization-savegames && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-serialization-savegames
GitHub stars
360
Token cost
~6.6k tokens
SKILL.md length
1,432 words
Files
2 (incl. references)
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++.

  • Implementing save/load
  • SKILL.md covers Context, USaveGame and the Slot API, Async Save and Load and ULocalPlayerSaveGame, plus 9 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Player progress persistence

What it does

Ue Serialization Savegames is an agent skill from quodsoler/unreal-engine-skills. Use when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++. Also use when the user mentions 'save game', 'USaveGame', 'SaveGameToSlot', 'AsyncSaveGameToSlot', 'LoadGameFromSlot', 'DoesSaveGameExist', 'DeleteGameInSlot', 'ULocalPlayerSaveGame', 'UPROPERTY(SaveGame)', 'FArchive', 'FMemoryWriter', 'FCustomVersion', 'save versioning', 'migrate old saves', 'save file corrupted', 'UDeveloperSettings', or 'GConfig'. For asset references, see…

Its SKILL.md is about 6.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/save-system-architecture.md`).

It sits in Game Development. It works with C++ and Unreal Engine. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.

When your agent uses it

  • Implementing save/load
  • Player progress persistence
  • Slot management
  • Binary serialization in Unreal Engine C++

Example prompts

  • “save game”
  • “USaveGame”
  • “SaveGameToSlot”
  • “/ue-serialization-savegames”

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Ue Serialization Savegames loads about 6.6k tokens when it runs, and up to ~15k if it reads all its reference files. Until then it costs about 166 tokens; SKILL.md has 1,432 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~166
When it runs · the whole SKILL.md, loaded when a task matches
~6.6k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~15k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,432 words, ~6,562 tokens.

Download SKILL.mdSave it as .claude/skills/ue-serialization-savegames/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
ue-serialization-savegames
description
Use when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++. Also use when the user mentions 'save game', 'USaveGame', 'SaveGameToSlot', 'AsyncSaveGameToSlot', 'LoadGameFromSlot', 'DoesSaveGameExist', 'DeleteGameInSlot', 'ULocalPlayerSaveGame', 'UPROPERTY(SaveGame)', 'FArchive', 'FMemoryWriter', 'FCustomVersion', 'save versioning', 'migrate old saves', 'save file corrupted', 'UDeveloperSettings', or 'GConfig'. For asset references, see ue-data-assets-tables; for work off the game thread, see ue-async-threading; for streamed level state, see ue-world-level-streaming.
metadata.version
2.0.0
metadata.engine
5.8

UE Serialization & Save Games

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

This skill covers persisting game state: USaveGame objects through UGameplayStatics, the platform ISaveGameSystem, FArchive binary serialization, UPROPERTY(SaveGame) actor snapshots, save versioning, and config/settings storage. Build.cs modules: Core, CoreUObject, Engine; add DeveloperSettings to PublicDependencyModuleNames for UDeveloperSettings, and Json + JsonUtilities to PrivateDependencyModuleNames for FJsonObjectConverter.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
A save object, slot names, save/load/deleteUSaveGame and the Slot API
Not blocking the game thread, callbacksAsync Save and Load
Per-player saves, settings profiles, split-screenULocalPlayerSaveGame
Raw bytes, FArchive, memory buffersFArchive and Binary Serialization
Snapshotting actors, world state, transformsActor State with UPROPERTY(SaveGame)
A USTRUCT needing its own Serialize; old saves breaking after a patchUSTRUCT Custom Serialization, Versioning
Console/cloud storage, slot enumeration, save UIISaveGameSystem and Platform Storage
Project settings, user options, .ini, JSON, compressionConfig, Settings, and File Formats
Slot manager subsystem, metadata, thumbnails, checksums, encryptionSave system architecture

USaveGame and the Slot API

USaveGame is an abstract UObject declared in GameFramework/SaveGame.h:23. Subclass it, add UPROPERTY fields, and route everything through UGameplayStatics.

UGameplayStatics::SaveGameToSlot writes every non-transient UPROPERTY — it does not filter on the SaveGame flag (Kismet/GameplayStatics.h:1159). Mark fields Transient to exclude them. The SaveGame specifier only matters for archives with ArIsSaveGame set — see Actor State.

cpp
// MySaveGame.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "UObject/SoftObjectPath.h"
#include "MySaveGame.generated.h"

USTRUCT(BlueprintType)
struct FMyInventoryItem
{
    GENERATED_BODY()

    UPROPERTY(SaveGame) FName ItemId;
    UPROPERTY(SaveGame) int32 Quantity = 0;
};

UCLASS(BlueprintType)
class MYGAME_API UMySaveGame : public USaveGame
{
    GENERATED_BODY()

public:
    UPROPERTY(SaveGame) int32 SaveVersion = 0;   // bump alongside MySaveStage::Latest
    UPROPERTY(SaveGame) float PlayerHealth = 100.f;
    UPROPERTY(SaveGame) FVector LastCheckpoint = FVector::ZeroVector;
    UPROPERTY(SaveGame) TArray<FMyInventoryItem> InventoryItems;
    UPROPERTY(SaveGame) TMap<FName, int32> AbilityLevels;

    /** Store asset references as paths; a hard pointer cannot round-trip through a file. */
    UPROPERTY(SaveGame) FSoftObjectPath LastEquippedWeapon;

    /** Excluded from SaveGameToSlot because it is Transient. */
    UPROPERTY(Transient) float RuntimeOnlyScratch = 0.f;
};

Slot functions, all static on UGameplayStatics (Kismet/GameplayStatics.h):

CallSignature
CreateSaveGameObjectUSaveGame* (TSubclassOf<USaveGame> SaveGameClass) (:1124)
SaveGameToSlotbool (USaveGame*, const FString& SlotName, const int32 UserIndex) (:1167)
LoadGameFromSlotUSaveGame* (const FString& SlotName, const int32 UserIndex) (:1211)
DoesSaveGameExistbool (const FString& SlotName, const int32 UserIndex) (:1175)
DeleteGameInSlotbool (const FString& SlotName, const int32 UserIndex) (:1231)
SaveGameToMemorybool (USaveGame*, TArray<uint8>& OutSaveData) (:1134)
LoadGameFromMemoryUSaveGame* (const TArray<uint8>& InSaveData) (:1182)
SaveDataToSlotbool (const TArray<uint8>&, const FString& SlotName, const int32 UserIndex) (:1143)
LoadDataFromSlotbool (TArray<uint8>&, const FString& SlotName, const int32 UserIndex) (:1191)

Async Save and Load

The async entry points take plain (non-dynamic) delegates, so the bound function must not be a UFUNCTION:

  • DECLARE_DELEGATE_ThreeParams(FAsyncSaveGameToSlotDelegate, const FString&, const int32, bool) (GameplayStatics.h:44)
  • DECLARE_DELEGATE_ThreeParams(FAsyncLoadGameFromSlotDelegate, const FString&, const int32, USaveGame*) (GameplayStatics.h:47)
cpp
// MySaveSubsystem.h
#pragma once

#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "MySaveSubsystem.generated.h"

class UMySaveGame; class USaveGame;

UCLASS()
class MYGAME_API UMySaveSubsystem : public UGameInstanceSubsystem
{
    GENERATED_BODY()

public:
    void RequestSave(float PlayerHealth);
    void RequestLoad();

private:
    void HandleSaveComplete(const FString& SlotName, const int32 UserIndex, bool bSuccess);
    void HandleLoadComplete(const FString& SlotName, const int32 UserIndex, USaveGame* LoadedSave);
    void RunMigrations(UMySaveGame* Save);

    UPROPERTY()
    TObjectPtr<UMySaveGame> CurrentSave = nullptr;
    bool bSaveInProgress = false;
};
cpp
// MySaveSubsystem.cpp
#include "MySaveSubsystem.h"
#include "MySaveGame.h"
#include "Kismet/GameplayStatics.h"

static const FString GMySaveSlot = TEXT("MainSave");
static constexpr int32 GMyUserIndex = 0; // see ULocalPlayerSaveGame for per-user consoles

void UMySaveSubsystem::RequestSave(float PlayerHealth)
{
    if (bSaveInProgress) { return; } // overlapping writes to one slot can truncate the file
    if (!CurrentSave)
    {
        CurrentSave = Cast<UMySaveGame>(
            UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
    }
    if (!CurrentSave) { return; }
    CurrentSave->PlayerHealth = PlayerHealth;
    CurrentSave->SaveVersion = MySaveStage::Latest; // in-memory data is current; see Versioning

    // Synchronous form blocks the game thread until the platform write finishes:
    // UGameplayStatics::SaveGameToSlot(CurrentSave, GMySaveSlot, GMyUserIndex);
    bSaveInProgress = true;
    UGameplayStatics::AsyncSaveGameToSlot(CurrentSave, GMySaveSlot, GMyUserIndex,
        FAsyncSaveGameToSlotDelegate::CreateUObject(this, &UMySaveSubsystem::HandleSaveComplete));
}

void UMySaveSubsystem::HandleSaveComplete(const FString& SlotName, const int32 UserIndex, bool bSuccess)
{
    bSaveInProgress = false;
    UE_LOG(LogMyGame, Log, TEXT("Save '%s' (user %d) ok=%d"), *SlotName, UserIndex, bSuccess ? 1 : 0);
}

void UMySaveSubsystem::RequestLoad()
{
    UGameplayStatics::AsyncLoadGameFromSlot(GMySaveSlot, GMyUserIndex,
        FAsyncLoadGameFromSlotDelegate::CreateUObject(this, &UMySaveSubsystem::HandleLoadComplete));
}

void UMySaveSubsystem::HandleLoadComplete(const FString& SlotName, const int32 UserIndex, USaveGame* LoadedSave)
{
    CurrentSave = Cast<UMySaveGame>(LoadedSave); // null when the slot is missing or unreadable
    if (!CurrentSave)
    {
        CurrentSave = Cast<UMySaveGame>(
            UGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()));
        return;
    }
    RunMigrations(CurrentSave);
}

CreateLambda works when there is no owning UObject to keep alive; capture by value, because the call returns before the write finishes. The delegate runs on the game thread (check(IsInGameThread()), GameplayStatics.cpp:2417), and runs synchronously inside the call when the slot name is empty or serialization fails (:2424). SaveGameToMemory itself always runs on the game thread (:2410); only the platform write is async.

ULocalPlayerSaveGame

ULocalPlayerSaveGame is declared in GameFramework/SaveGame.h:47 (there is no LocalPlayerSaveGame.h). It binds a save to one local player, resolves the platform user index automatically, and provides versioning hooks for subclasses to override. GetLatestDataVersion() returns the current schema number. HandlePostLoad() compares it with GetSavedDataVersion(), which is the value stored at the last save, and migrates old data. HandlePreSave() sanitises fields before they are written, and HandlePostSave(bool bSuccess) is where save results arrive. Call Super:: in each. A complete subclass with a two-step migration is in references/save-system-architecture.md.

The native delegate overload takes a ULocalPlayer*; the APlayerController* overload takes the dynamic FOnLocalPlayerSaveGameLoaded instead.

cpp
// Synchronous: returns null only for invalid parameters, otherwise creates a fresh instance.
UMyLocalPlayerSave* Save = Cast<UMyLocalPlayerSave>(
    ULocalPlayerSaveGame::LoadOrCreateSaveGameForLocalPlayer(
        UMyLocalPlayerSave::StaticClass(), PlayerController, TEXT("PlayerSlot0")));

// Asynchronous, native delegate: pass the ULocalPlayer, not the controller.
const ULocalPlayer* LocalPlayer = PlayerController ? PlayerController->GetLocalPlayer() : nullptr;
const bool bScheduled = ULocalPlayerSaveGame::AsyncLoadOrCreateSaveGameForLocalPlayer(
    UMyLocalPlayerSave::StaticClass(), LocalPlayer, TEXT("PlayerSlot0"),
    FOnLocalPlayerSaveGameLoadedNative::CreateUObject(this, &AMyPlayerController::HandleSaveLoaded));

// Writing back; results arrive through HandlePostSave, not the return value.
Save->AsyncSaveGameToSlotForLocalPlayer(); // bool: the save was requested
Save->SaveGameToSlotForLocalPlayer();      // synchronous

Other verified members (GameFramework/SaveGame.h:50-224): CreateNewSaveGameForLocalPlayer, GetLocalPlayerController, GetLocalPlayer, SetLocalPlayer, GetPlatformUserId, GetPlatformUserIndex, GetSaveSlotName, SetSaveSlotName, GetSavedDataVersion, GetInvalidDataVersion, WasLoaded, IsSaveInProgress, WasLastSaveSuccessful, WasSaveRequested, InitializeSaveGame, ResetToDefault.

FArchive and Binary Serialization

FArchive (Serialization/Archive.h) is bidirectional: one operator<< body handles both read and write.

cpp
Ar.IsLoading()                 // Archive.h:272
Ar.IsSaving()                  // Archive.h:284
Ar.IsError()                   // Archive.h:398 — check after every block
Ar.Tell()                      // Archive.h:185 — int64 position
Ar.IsSaveGame()                // Archive.h:659 — reads the ArIsSaveGame field
Ar.ArIsSaveGame = true;        // Archive.h:942 — public bitfield, no setter exists
Ar.UsingCustomVersion(Guid);   // Archive.h:2006
Ar.CustomVer(Guid);            // Archive.h:269 — int32

FMemoryWriter / FMemoryReader move bytes in and out of a TArray<uint8>. Both take bIsPersistent (MemoryWriter.h:26, MemoryReader.h:52); pass true so the archive behaves like an on-disk write rather than a transient in-memory one.

cpp
#include "Serialization/MemoryWriter.h"
#include "Serialization/MemoryReader.h"

bool UMyObject::WriteBlob(TArray<uint8>& OutBytes)
{
    FMemoryWriter Writer(OutBytes, /*bIsPersistent=*/true);
    int32 Magic = 0x4D595347;   // 'MYSG'
    int32 Version = 2;
    Writer << Magic << Version << BinaryBlob;
    return !Writer.IsError();
}

bool UMyObject::ReadBlob(const TArray<uint8>& InBytes)
{
    FMemoryReader Reader(InBytes, /*bIsPersistent=*/true);
    int32 Magic = 0;
    int32 Version = 0;
    Reader << Magic << Version;
    if (Reader.IsError() || Magic != 0x4D595347 || Version < 1) { return false; }
    Reader << BinaryBlob;
    return !Reader.IsError();
}

Overriding virtual void UMyObject::Serialize(FArchive& Ar) gives byte-level control on a UObject; call Super::Serialize(Ar) first so the tagged property block is written. Define a free FArchive& operator<<(FArchive& Ar, FMyCustomData& Data) to make a plain struct archive-serializable. FBufferArchive (Serialization/BufferArchive.h:47) derives from both the memory writer and TArray<uint8>, so the archive is the buffer.

Actor State with UPROPERTY(SaveGame)

UPROPERTY(SaveGame) sets CPF_SaveGame (UObject/ObjectMacros.h:458, specifier at :1194), which is only honoured by archives with ArIsSaveGame set. That is how you snapshot live actors: wrap a memory archive in FObjectAndNameAsStringProxyArchive (Serialization/ObjectAndNameAsStringProxyArchive.h:21) so UObject and FName references survive as strings instead of load-order-dependent indices.

cpp
// MyActorRecord.cpp — include MemoryWriter.h, MemoryReader.h,
// ObjectAndNameAsStringProxyArchive.h and GameFramework/Actor.h.
void FMyActorRecord::SaveActor(AActor* Actor)
{
    if (!Actor) { return; }
    ActorClass = Actor->GetClass();
    ActorTransform = Actor->GetActorTransform();
    ByteData.Reset();

    FMemoryWriter MemWriter(ByteData, /*bIsPersistent=*/true);
    FObjectAndNameAsStringProxyArchive Ar(MemWriter, /*bInLoadIfFindFails=*/true);
    Ar.ArIsSaveGame = true; // only UPROPERTY(SaveGame) fields are written
    Actor->Serialize(Ar);
}

void FMyActorRecord::RestoreActor(AActor* Actor) const
{
    if (!Actor || ByteData.Num() == 0) { return; }
    Actor->SetActorTransform(ActorTransform);

    FMemoryReader MemReader(ByteData, /*bIsPersistent=*/true);
    FObjectAndNameAsStringProxyArchive Ar(MemReader, /*bInLoadIfFindFails=*/true);
    Ar.ArIsSaveGame = true;
    Actor->Serialize(Ar);
}

FObjectAndNameAsStringProxyArchive also exposes bResolveRedirectors and bResolveCoreRedirects (both default false); set them when assets may have been renamed between builds. FNameAsStringProxyArchive (Serialization/NameAsStringProxyArchive.h:11) handles FName only. Full world-capture pipeline, per-actor FGuid identity, the actor save interface and respawn ordering: Save system architecture.

USTRUCT Custom Serialization

A USTRUCT hook is bool Serialize(FArchive& Ar) plus a TStructOpsTypeTraits specialization with WithSerializer = true. Without the traits specialization the function is never called — the engine gates on TStructOpsTypeTraits<CppStruct>::WithSerializer (UObject/Class.h:1307; trait declared in UObject/StructOpsTypeTraits.h:24). Return true to mean "fully handled; skip the default tagged-property path".

cpp
// MyStatBlock.h — include "CoreMinimal.h" then "MyStatBlock.generated.h".
USTRUCT(BlueprintType)
struct MYGAME_API FMyStatBlock
{
    GENERATED_BODY()

    UPROPERTY(SaveGame) float HP = 100.f;
    UPROPERTY(SaveGame) float Stamina = 100.f;

    bool Serialize(FArchive& Ar);
};

template<>
struct TStructOpsTypeTraits<FMyStatBlock> : public TStructOpsTypeTraitsBase2<FMyStatBlock>
{
    enum
    {
        WithSerializer = true
    };
};
cpp
// MyStatBlock.cpp — include "MyStatBlock.h" and "MySaveVersion.h".
bool FMyStatBlock::Serialize(FArchive& Ar)
{
    Ar.UsingCustomVersion(FMySaveVersion::GUID);
    if (Ar.CustomVer(FMySaveVersion::GUID) < FMySaveVersion::SplitStamina)
    {
        float LegacyHealth = 0.f; // the old layout stored a single float
        Ar << LegacyHealth;
        HP = LegacyHealth;
        Stamina = 100.f;
    }
    else
    {
        Ar << HP << Stamina;
    }
    return true;
}

Related traits on the same base (StructOpsTypeTraits.h): WithPostSerialize, WithStructuredSerializer, WithSerializeFromMismatchedTag, WithNetSerializer, WithIdentical.

Versioning

Explicit version field — the simplest option for a USaveGame written through UGameplayStatics, because the field is just another UPROPERTY:

cpp
namespace MySaveStage
{
    constexpr int32 Initial = 0, AddedInventory = 1, SoftRefForWeapon = 2, Latest = SoftRefForWeapon;
}

void UMySaveSubsystem::RunMigrations(UMySaveGame* Save)
{
    if (!Save || Save->SaveVersion == MySaveStage::Latest) { return; }
    if (Save->SaveVersion < MySaveStage::AddedInventory) { Save->InventoryItems.Reset(); }
    if (Save->SaveVersion < MySaveStage::SoftRefForWeapon) { Save->LastEquippedWeapon.Reset(); }
    Save->SaveVersion = MySaveStage::Latest; // stamp only after every step ran
}

FCustomVersion — per-archive versions (Serialization/CustomVersion.h: FCustomVersion at :39, FCustomVersionRegistration at :211). SaveGameToSlot/SaveGameToMemory write every registered custom version into the file header and restore them on load (GameplayStatics.cpp:233,207), so CustomVer works inside a USaveGame. A bare FMemoryWriter/FMemoryReader pair carries no versions: serialize Ar.GetCustomVersions() yourself (Archive.h:555,562) or CustomVer returns -1 on load.

cpp
// MySaveVersion.h — include "CoreMinimal.h" and "Misc/Guid.h".
struct FMySaveVersion
{
    enum Type { Initial = 0, AddedQuestData = 1, SplitStamina = 2, VersionPlusOne, Latest = VersionPlusOne - 1 };

    /** Generate once with FGuid::NewGuid(), then hardcode forever. */
    static const FGuid GUID;
};

// MySaveVersion.cpp — include "MySaveVersion.h" and "Serialization/CustomVersion.h".
const FGuid FMySaveVersion::GUID(0xA1B2C3D4, 0xE5F60718, 0x293A4B5C, 0x6D7E8F90);

// Registers the version with every archive for the module's lifetime.
FCustomVersionRegistration GRegisterMySaveVersion(
    FMySaveVersion::GUID, FMySaveVersion::Latest, TEXT("MySaveVersion"));

// Inside any Serialize(); UsingCustomVersion is required when saving (CustomVer asserts
// otherwise, Archive.cpp:646) and a harmless no-op when loading (Archive.cpp:631).
// CoreData and QuestData are UPROPERTY members of UMyObject.
void UMyObject::SerializeVersioned(FArchive& Ar)
{
    Ar.UsingCustomVersion(FMySaveVersion::GUID);
    const int32 Version = Ar.CustomVer(FMySaveVersion::GUID);
    Ar << CoreData;
    if (Version >= FMySaveVersion::AddedQuestData) { Ar << QuestData; }
    else if (Ar.IsLoading())                       { QuestData.Reset(); }
}
Show full SKILL.md (559 more words)Show less

ISaveGameSystem and Platform Storage

UGameplayStatics routes through the platform's ISaveGameSystem (Engine/Public/SaveGameSystem.h:19), reached via IPlatformFeaturesModule::Get().GetSaveGameSystem() (Engine/Public/PlatformFeatures.h:41). Use it directly only for capabilities UGameplayStatics does not expose — enumerating slots, native save UI, or multi-user checks.

cpp
#include "SaveGameSystem.h"
#include "PlatformFeatures.h"

ISaveGameSystem* SaveSystem = IPlatformFeaturesModule::Get().GetSaveGameSystem();
if (!SaveSystem) { return; }
const bool bPerUser = SaveSystem->DoesSaveSystemSupportMultipleUsers();
TArray<FString> FoundSlots;
SaveSystem->GetSaveGameNames(FoundSlots, /*UserIndex=*/0);
const ISaveGameSystem::ESaveExistsResult R = SaveSystem->DoesSaveGameExistWithResult(TEXT("MainSave"), 0);

Interface members (SaveGameSystem.h:34-58): PlatformHasNativeUI, DoesSaveSystemSupportMultipleUsers, DoesSaveGameExist, DoesSaveGameExistWithResult, GetSaveGameNames, SaveGame, LoadGame, DeleteGame. ISaveGameSystem also declares the async set DoesSaveGameExistAsync, SaveGameAsync, LoadGameAsync, LoadGameIfExistsAsync, DeleteGameAsync, GetSaveGameNamesAsync and InitAsync, all keyed by FPlatformUserId (:78-97); FBaseAsyncSaveGameSystem (:178) is the helper base that implements them on UE::Tasks. Never build save paths by hand: FGenericSaveGameSystem::GetSaveGamePath (:169) is the desktop fallback only, and console and cloud backends ignore the filesystem entirely.

Config, Settings, and File Formats

Settings are a separate channel from save slots: .ini for options and tuning, USaveGame for progress.

NeedAPIHeader
Project Settings page, Config=Game, DefaultConfigUDeveloperSettings + GetDefault<T>(); override GetContainerName / GetCategoryName / GetSectionNameEngine/DeveloperSettings.h:23,31-35 (module DeveloperSettings)
Player options (resolution, audio, keybinds)UGameUserSettings::ApplySettings(bool bCheckForCommandLineOverrides), SaveSettings(), LoadSettings(bool bForceReload)GameFramework/GameUserSettings.h:49,311,307
Write/read an object's UPROPERTY(Config) fieldsUObject::SaveConfig(), LoadConfig(), OverrideConfigSection(FString&)UObject/Object.h:1283,1389,1370
Raw .ini keysGConfig->GetString/SetString(Section, Key, Value, GGameIni), GConfig->Flush(bRemoveFromCache, GGameIni)Misc/ConfigCacheIni.h:1402,1408,1395; GGameIni at CoreGlobals.h:439
USTRUCT to/from JSON text; byte array to/from a file (tooling only)FJsonObjectConverter::UStructToJsonObjectString / JsonObjectStringToUStruct; FFileHelper::SaveArrayToFile / LoadFileToArray under FPaths::ProjectSavedDir()JsonObjectConverter.h:156,313; Misc/FileHelper.h:185,79; Misc/Paths.h:290

Section [/Script/ModuleName.ClassName] maps to the class CDO; register a UGameUserSettings subclass with GameUserSettingsClassName=/Script/MyGame.MyGameUserSettings under [/Script/Engine.Engine] in DefaultEngine.ini. Compression uses FCompression::CompressMemoryBound / CompressMemory / UncompressMemory (Misc/Compression.h:73,108,143) with an FName format — NAME_Zlib, NAME_Oodle, NAME_Gzip, NAME_LZ4 (UObject/UnrealNames.inl:210-214) — and must store the uncompressed size alongside the blob; FArchiveSaveCompressedProxy(TArray<uint8>&, FName, ECompressionFlags) (Serialization/ArchiveSaveCompressedProxy.h:28, Flush() at :36) and FArchiveLoadCompressedProxy (ArchiveLoadCompressedProxy.h:22) wrap the same thing as archives. Worked UDeveloperSettings class, GConfig calls, JSON round-trip, compression, checksum (FCrc::MemCrc32, Misc/Crc.h:29) and FAES encryption code: Save system architecture.

Deprecated — do not use

Do not emitUse in 5.8Source
#include "GameFramework/LocalPlayerSaveGame.h"#include "GameFramework/SaveGame.h"ULocalPlayerSaveGame declared at GameFramework/SaveGame.h:47; no such header exists
Ar.SetIsSaveGame(true)Ar.ArIsSaveGame = true;public bitfield at Serialization/Archive.h:942; no setter in the header
void FMyStruct::Serialize(FArchive&)bool Serialize(FArchive&) + TStructOpsTypeTraits with WithSerializer = truegate at UObject/Class.h:1307, trait at UObject/StructOpsTypeTraits.h:24
COMPRESS_ZLIBNAME_ZlibCOMPRESS_ZLIB_DEPRECATED in Misc/CompressionFlags.h:18
FCompression::GetCompressionFormatFromDeprecatedFlags(Flags)pass NAME_Zlib / NAME_Oodle directlyUE_DEPRECATED(5.5) in Misc/Compression.h:173
UGameUserSettings::WindowPosX / WindowPosYthe WindowPositions arrayUE_DEPRECATED(5.6) in GameFramework/GameUserSettings.h:480,485
UFUNCTION() on an AsyncSaveGameToSlot callbacka plain member functionFAsyncSaveGameToSlotDelegate is DECLARE_DELEGATE_ThreeParams (GameplayStatics.h:44), not dynamic
ISteamRemoteStorage, SteamRemoteStorage(), IOnlineTitleFileInterfaceISaveGameSystem via IPlatformFeaturesModule::Get().GetSaveGameSystem()none of these appear in any 5.8 engine header

Common Mistakes

Assuming UPROPERTY(SaveGame) filters SaveGameToSlot: it does not — SaveGameToSlot writes all non-transient properties (GameplayStatics.h:1159). Use Transient to exclude a field; SaveGame matters only for archives with ArIsSaveGame = true.

Serializing an actor without the proxy archive: a bare FMemoryWriter stores UObject and FName references as indices that do not survive a restart. Always wrap it in FObjectAndNameAsStringProxyArchive.

Passing an APlayerController* with the native local-player delegate: the FOnLocalPlayerSaveGameLoadedNative overload takes const ULocalPlayer*. Call PlayerController->GetLocalPlayer() first.

Getting versioning backwards: set SaveVersion = Latest only after every migration step has run (and on every save, so fresh saves are not migrated next load). Ar.UsingCustomVersion() is mandatory on the saving archive — CustomVer check()s otherwise — while on a loading archive it is a no-op and CustomVer returns the file's version, or -1 if the archive holds none (Archive.cpp:631,646-648).

Hardcoding Saved/SaveGames/*.sav paths: consoles and cloud backends never touch that directory; use UGameplayStatics or ISaveGameSystem.

  • ue-cpp-foundations — UPROPERTY/USTRUCT specifiers, UObject lifetime, subsystem types
  • ue-data-assets-tables — FSoftObjectPath, FPrimaryAssetId, async loading behind saved references
  • ue-gameplay-framework — UGameInstance as the save manager host, GameMode-driven autosave points
  • ue-world-level-streaming — persisting streamed-level and World Partition actor state
  • ue-async-threading — running serialization or compression off the game thread
  • ue-networking-replication — server-authoritative saves versus client-local profiles

© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/ue-serialization-savegames of quodsoler/unreal-engine-skills.

  • SKILL.md
  • references/save-system-architecture.md

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Ue Serialization Savegames next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Ue Serialization Savegames compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Ue Serialization Savegames this skillquodsoler/unreal-engine-skills360—~6.6kAutomated safety check: PassMIT
Ue Specifiersfjz13/UnrealSpecifiers1.1k—~1.4kAutomated safety check: PassCustom licence
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT
Unreal Live CodingItalink/UnrealClientProtocol127—~1kAutomated safety check: PassMIT
Unreal Cpp Gameplayukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0
Unreal Enhanced Inputukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0

Similar skills

  • Ue Specifiers

    fjz13/UnrealSpecifiers

    A skill your agent uses when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA…

    1.1k GitHub stars~1.4k tokensUpdated 4 mo ago
    Game DevelopmentAuto-check passed
  • Unreal Engine MCP

    EpicGames/unreal-engine-skills-for-claude-code-plugin

    Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.

    332 GitHub stars~1.8k tokensUpdated 22 days ago
    Game DevelopmentAuto-check passed
  • Unreal Live Coding

    Italink/UnrealClientProtocol

    Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.

    127 GitHub stars~1k tokensUpdated 1 mo ago
    Game DevelopmentAuto-check passed
  • Unreal Cpp Gameplay

    ukanwat/overtime

    Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module…

    387 GitHub starsUsed in 1 repo~1.5k tokens
    Game DevelopmentAuto-check passed
  • Unreal Enhanced Input

    ukanwat/overtime

    Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent.

    387 GitHub starsUsed in 1 repo~1.5k tokens
    Game DevelopmentAuto-check passed
  • Unreal Niagara

    ukanwat/overtime

    Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++.

    387 GitHub starsUsed in 1 repo~1.5k tokens
    Game DevelopmentAuto-check passed

More from quodsoler/unreal-engine-skills

All 31 skills in this repo
  • Unreal Actor-Component Architecture

    quodsoler/unreal-engine-skills

    Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.

    360 GitHub stars~7.5k tokensUpdated 10 days ago
    Auto-check passed
  • Unreal Engine AI and Navigation

    quodsoler/unreal-engine-skills

    Guides Unreal Engine C++ AI work across AI controllers, behavior trees, blackboards, perception, navmesh pathfinding, EQS and Smart Objects.

    360 GitHub stars~8.9k tokensUpdated 10 days ago
    Auto-check passed
  • Unreal Engine Animation System

    quodsoler/unreal-engine-skills

    Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.

    360 GitHub stars~7k tokensUpdated 10 days ago
    Auto-check passed
  • Unreal Engine Async and Threading

    quodsoler/unreal-engine-skills

    Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules.

    360 GitHub stars~8k tokensUpdated 10 days ago
    Auto-check passed
  • Ue Audio System

    quodsoler/unreal-engine-skills

    A skill your agent uses when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio.

    360 GitHub stars~7.9k tokensUpdated 10 days ago
    Auto-check passed
  • Unreal Blueprint and C++ Interop

    quodsoler/unreal-engine-skills

    Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces.

    360 GitHub stars~7.8k tokensUpdated 10 days ago
    Auto-check passed

Questions about Ue Serialization Savegames

What does Ue Serialization Savegames do?

A skill your agent uses when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++. Ue Serialization Savegames is an agent skill from quodsoler/unreal-engine-skills. Use when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++.

When should I use Ue Serialization Savegames?

Ue Serialization Savegames fits situations like: implementing save/load; player progress persistence; slot management; binary serialization in Unreal Engine C++.

How do I install Ue Serialization Savegames in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-serialization-savegames -a claude-code`. Or copy the skill folder (skills/ue-serialization-savegames in quodsoler/unreal-engine-skills) into .claude/skills/ue-serialization-savegames in your project. Claude Code loads it when a task matches its description.

How do I install Ue Serialization Savegames in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-serialization-savegames -a codex`. Or copy the skill folder (skills/ue-serialization-savegames in quodsoler/unreal-engine-skills) into .agents/skills/ue-serialization-savegames in your project. Codex loads it when a task matches its description.

Can I use Ue Serialization Savegames in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-serialization-savegames -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-serialization-savegames, .gemini/skills/ue-serialization-savegames, .github/skills/ue-serialization-savegames and .opencode/skills/ue-serialization-savegames in your project.

What does Ue Serialization Savegames need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Serialization Savegames is instructions for the agent only.

Does Ue Serialization Savegames access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Ue Serialization Savegames safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Ue Serialization Savegames use?

Ue Serialization Savegames is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Ue Serialization Savegames use?

About 6.6k tokens (SKILL.md is roughly 26k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 8.2k tokens, read only when the agent opens those files.

What are the alternatives to Ue Serialization Savegames?

Skills that share tags, products or a category with Ue Serialization Savegames: Ue Specifiers (fjz13/UnrealSpecifiers, 1.1k stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Unreal Live Coding (Italink/UnrealClientProtocol, 127 stars) and Unreal Cpp Gameplay (ukanwat/overtime, 387 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Serialization Savegames?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 360 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.