Yang Save System

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A very flexible, practical storage system, available as a blueprint component. Can be very convenient in the blueprint to solve the problem in the game storage, support in addition to uobject other than any data.

  • Supported Platforms
  • Supported Engine Versions


Store and load (restore) any data other than uobject. Supports c ++ and Blueprint custom Struct, Enum, Array, Set, Map data, without the need for additional operations. And support pre-storage and post-load callback (DELEGATE) which can be very convenient for you to write and save the relevant logic.

Technical Details

List of Features:

Saving all base types of value in blueprint ,Except pointer type value ( Uobject based)

Saving custom Blueprint structure ,enumerate value.

Saving custom c++ exposed value.

Support array ,set ,map container.

Automatic Call custom delegate function before save and after load.

Saving data in file or memory.

If multiplayer ,just call save/load function on server.

Network Replicated: Yes

Supported Development Platforms: "Win64", "Win32",Linux

Supported Target Build Platforms: "Win64", "Win32", "Android",Linux

Documentation Included: No

Example Project: drive.google.com/file/d/0B9ZvyymnYgVLUmhuOXJNQUItN0k/view?usp=sharing

Important/Additional Notes: 😊 Good good study ,day day up. 😊



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