Zero-Hitch Autosaves (1.0 ms Budget)
Incremental capture spreads serialization across frames under a strict configurable budget (default 1.0 ms), eliminating frame hitching during active open-world gameplay.
Eliminate the autosave hitch forever. Bounded per-frame incremental capture, World Partition streaming safety, and bit-exact binary wire format v1 for Unreal Engine 5.5 - 5.8.
Whether you are placing interactive props in a level, scripting a complete game loop in Blueprints, or architecting a C++ engine pipeline, Aegis Save provides dedicated workflows tailored to your role:
Zero code required. Persist placed doors, torches, puzzle levers, and chests in 3 clicks in the Details panel. Never touch C++ or complex graphs.
Build a rock-solid game loop: Main Menu "Continue", seamless level transitions, player death checkpoints, and multi-slot UI browsers in Blueprints.
Ship with total architectural confidence. Bounded 1.0 ms incremental capture, World Partition streaming native, binary wire format v1, and schema migrations.
Most Unreal Engine games rely on standard USaveGame objects or ad-hoc custom serialization. While functional for small linear games, traditional saving breaks down disastrously in massive open worlds and complex RPGs:
| Feature Dimension | Native USaveGame Pipeline | Aegis Save Persistence System |
|---|---|---|
| Autosave Frame Impact | Severe hitching (Serializes every actor in one monolithic blocking frame). | Zero hitching (Incremental capture pass spread across frames under a 1.0 ms budget). |
| World Partition & Streaming | Data Loss (Streamed-out actors lose unpersisted state; streaming in spawns fresh defaults). | Native Residency Safety (Streamed-out actors persist in memory store; restored seamlessly before first tick on stream-in). |
| Destroyed Level Actors | Respawn defect (Killed placed enemies respawn when their cell streams back in). | Tombstone Reconciliation (Records destruction and prevents actor respawning or duplicate loot drops). |
| Adoption Overhead | High boilerplate (Subclassing custom save classes, packing arrays, writing manual serialization graphs). | 10 Minutes, 7 Lines (Add component, tick SaveGame on variables, call AutoSave). |
| Multi-Scope Isolation | Monolithic files (World state, player inventory, and global achievements tangled in one blob). | 3 Isolated Scopes (World, Player, and Global scopes separated for clean meta-progression). |
| Format Durability | Silent corruption (Struct/variable layout shifts between patches corrupt player saves). | Binary Format v1 (Schema-tagged properties with safe field evolution and custom version branching). |
Aegis Save seamlessly integrates across every stage of your game's lifecycle:
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โ Main Menu Map โ
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[Click "New Game"] [Click "Continue"]
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(Reset Session Defaults) (Query Slot: SavedMapName)
โ โ
โ [Load Game from Slot]
โ (Records cached in memory)
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[Open Level: GameplayMap]
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Actors spawn in Level Map
On Registration: Aegis applies saved state
BEFORE the actor's first tick (AC-303)!
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[Active World Gameplay]
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[Periodic Checkpoint] [Level Transition] [Player Death]
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[Auto Save (1.0ms)] [Save World A] [Load Checkpoint]
(Zero Frame Hitch) [Open Map B] (In-place reload;
Player Scope persists! no map reload!)Attach UAegisPersistenceComponent to any Actor in Blueprint or C++. That is the complete opt-in.
// In your Actor constructor (C++) or Add Component dropdown (Blueprint)
Persistence = CreateDefaultSubobject<UAegisPersistenceComponent>(TEXT("Persistence"));Tick SaveGame in the variable's advanced details in Blueprint, or mark with UPROPERTY(SaveGame) in C++:
UPROPERTY(SaveGame)
int32 PlayerHealth = 100;
UPROPERTY(SaveGame)
TArray<FInventoryItem> BackpackItems;Call Auto Save in Blueprint or invoke UAegisSubsystem::AutoSave() in C++. The autosave pass immediately advances in the background without dropping frames!
[Custom Event: TriggerCheckpoint]
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[Auto Save (Aegis)] โโโบ OnSuccess โโโบ [Show Notification: "Game Saved!"]
โโโโบ OnFailed โโโบ [Log Warning: "Save Failed"]Don't start from scratch. Copy and paste tested, real-world patterns from our cookbook: