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", "Mac", "IOS", "Android"
Supported Target Build Platforms: "Win64", "Win32", "Mac"
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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