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The save system features:
  • Automatic saving: Configurable autosave intervals
  • Bucket organization: Efficient data grouping
  • Async loading: Non-blocking load operations
  • ISaveable interface: Extensible for custom saveables
  • Backend extensibility: Support custom storage backends

Ultimate Multiplayer EcoSystem Plugin Compatibility

All other UM Framework plugins—including Inventory (UMI), Attributes (UMAS), Skills (UMSS), Quest System, Building System, and any future UM modules—are fully compatible with this save system. Any UM plugin that uses the ISaveable pattern will automatically register, save, and load through the SaveSubsystem with no extra setup required.

SaveSubsystem

What Is It?

SaveSubsystem is a World Subsystem that manages all save/load operations for UMI. Type: UWorldSubsystem

Initialization

The subsystem initializes automatically when the world loads. No manual setup required.

Configuration

Blueprint (GameInstance or GameMode):
[Event BeginPlay]

[Get Save Subsystem]

[Set Active Slot]
   Slot Name: "SaveSlot_001"

[Update Autosave Interval]
   Interval: 300  (5 minutes)
C++:
void AMyGameMode::BeginPlay()
{
    Super::BeginPlay();

    USaveSubsystem* SaveSubsystem = GetWorld()->GetSubsystem<USaveSubsystem>();
    SaveSubsystem->SetActiveSlot("SaveSlot_001");
    SaveSubsystem->UpdateAutosaveInterval(300.0f);  // 5 minutes
}