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.
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.
Slot functions, all static on UGameplayStatics (Kismet/GameplayStatics.h):
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)
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 [blocked].
The native delegate overload takes a ULocalPlayer*; the APlayerController* overload takes the dynamic FOnLocalPlayerSaveGameLoaded instead.
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.
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.
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.
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 [blocked].
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".
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:
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.
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.
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.
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 [blocked].
Deprecated — do not use
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.
Related Skills
ue-cpp-foundations—UPROPERTY/USTRUCTspecifiers,UObjectlifetime, subsystem typesue-data-assets-tables—FSoftObjectPath,FPrimaryAssetId, async loading behind saved referencesue-gameplay-framework—UGameInstanceas the save manager host, GameMode-driven autosave pointsue-world-level-streaming— persisting streamed-level and World Partition actor stateue-async-threading— running serialization or compression off the game threadue-networking-replication— server-authoritative saves versus client-local profiles


