CSAF catalogue · Unreal Engine 5 plugins

Savekeeper - SaveGame Compatibility Gate for UE5

An Unreal Engine 5 plugin from Core Systems Asset Factory. Made with Unreal Engine. Paid.

Savekeeper - SaveGame Compatibility Gate for UE5 is an Unreal Engine 5 plugin for Unreal Engine, paid.

Its title or description names Unreal Engine 5.

Rename a variable on your SaveGame class and every player's old save still loads. The value is simply gone: Unreal matches stored values by name and skips any it cannot place, with no error and no warning. You find out from a player. And the editor hides it. When the editor loads a save it follows your [CoreRedirects] property redirects and Blueprint property GUIDs, so the renamed value comes back in PIE.

A packaged game loading with UGameplayStatics does neither: in UE 5.8, Class.cpp lines 1621-1622 apply both only when!RequiresCookedData() || IsSaveGame(), a packaged game requires cooked data, and LoadGameFromMemory never marks its archive as a save game. (Read from the engine source; Savekeeper's own tests run in the editor.) What it does A gate for every build.

Keep the saves each shipped build writes (-run=Savekeeper -Capture=1.0.3 copies them into SaveFixtures/1.0.3/). On every build, -run=Savekeeper reads them against your current classes and judges each stored value three ways: in the editor, in a packaged game with the stock loader, and in a packaged game with Savekeeper's loader. It exits 2 when a player would lose a value, so CI stops the patch.

Measured, not guessed.

Tagged Automation, editor-tool, gamedev-tool, plugin, save-system, saving, testing, ue5, Unreal Engine and unreal-engine-5.

AI disclosure, as the store page states it: AI Assisted, Code, Graphics

Paid · Get it on itch.io. Files, screenshots and the full description are on the store page.

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