> ## Documentation Index
> Fetch the complete documentation index at: https://docs.warpathstudios.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Saving & Loading

> The save system features:

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
}
```
