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Aegis SaveEnterprise World Persistence for Unreal Engine

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.

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Choose Your Path โ€‹

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:

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Level Designers & Artists

Zero code required. Persist placed doors, torches, puzzle levers, and chests in 3 clicks in the Details panel. Never touch C++ or complex graphs.

  • Details panel setup in under 60 seconds
  • Copy-paste recipes for doors, lights, and collectibles
  • 5-second PIE verification with persistence reports
Open Designer Guide โ†’
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Gameplay Programmers & Solo Devs

Build a rock-solid game loop: Main Menu "Continue", seamless level transitions, player death checkpoints, and multi-slot UI browsers in Blueprints.

  • Load in menu or load in levelโ€”both work seamlessly
  • Store saved level names for instant "Continue" buttons
  • In-place death reloads without long loading screens
Explore Complete Game Flow โ†’
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Engine Architects & Tech Leads

Ship with total architectural confidence. Bounded 1.0 ms incremental capture, World Partition streaming native, binary wire format v1, and schema migrations.

  • Subsystem lifecycle & in-memory record store
  • Zero-hitch per-frame slicing & Oodle compression
  • Safe schema migrations across game updates
Read Architecture Specs โ†’

Why Aegis Save? โ€‹

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 DimensionNative USaveGame PipelineAegis Save Persistence System
Autosave Frame ImpactSevere 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 & StreamingData 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 ActorsRespawn defect (Killed placed enemies respawn when their cell streams back in).Tombstone Reconciliation (Records destruction and prevents actor respawning or duplicate loot drops).
Adoption OverheadHigh 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 IsolationMonolithic 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 DurabilitySilent corruption (Struct/variable layout shifts between patches corrupt player saves).Binary Format v1 (Schema-tagged properties with safe field evolution and custom version branching).

The Complete Game Loop at a Glance โ€‹

Aegis Save seamlessly integrates across every stage of your game's lifecycle:

text
               โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
               โ”‚         Main Menu Map         โ”‚
               โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                               โ”‚
               โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ดโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
               โ–ผ                               โ–ผ
       [Click "New Game"]              [Click "Continue"]
               โ”‚                               โ”‚
    (Reset Session Defaults)         (Query Slot: SavedMapName)
               โ”‚                               โ”‚
               โ”‚                   [Load Game from Slot]
               โ”‚                   (Records cached in memory)
               โ–ผ                               โ–ผ
               โ””โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ฌโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”˜
                               โ”‚
                               โ–ผ
                   [Open Level: GameplayMap]
                               โ”‚
                               โ–ผ
              Actors spawn in Level Map
              On Registration: Aegis applies saved state
              BEFORE the actor's first tick (AC-303)!
                               โ”‚
                               โ–ผ
                    [Active World Gameplay]
                               โ”‚
           โ”Œโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”ผโ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”€โ”
           โ–ผ                   โ–ผ                   โ–ผ
    [Periodic Checkpoint]  [Level Transition]   [Player Death]
           โ”‚                   โ”‚                   โ”‚
    [Auto Save (1.0ms)]    [Save World A]       [Load Checkpoint]
    (Zero Frame Hitch)     [Open Map B]         (In-place reload;
                           Player Scope persists! no map reload!)

3-Step Instant Integration โ€‹

Step 1: Add the Component โ€‹

Attach UAegisPersistenceComponent to any Actor in Blueprint or C++. That is the complete opt-in.

cpp
// In your Actor constructor (C++) or Add Component dropdown (Blueprint)
Persistence = CreateDefaultSubobject<UAegisPersistenceComponent>(TEXT("Persistence"));

Step 2: Mark Your Variables โ€‹

Tick SaveGame in the variable's advanced details in Blueprint, or mark with UPROPERTY(SaveGame) in C++:

cpp
UPROPERTY(SaveGame)
int32 PlayerHealth = 100;

UPROPERTY(SaveGame)
TArray<FInventoryItem> BackpackItems;

Step 3: Trigger Non-Blocking Autosaves โ€‹

Call Auto Save in Blueprint or invoke UAegisSubsystem::AutoSave() in C++. The autosave pass immediately advances in the background without dropping frames!

text
[Custom Event: TriggerCheckpoint]
    โ”‚
    โ–ผ
[Auto Save (Aegis)] โ”€โ”€โ–บ OnSuccess โ”€โ”€โ–บ [Show Notification: "Game Saved!"]
                    โ””โ”€โ”€โ–บ OnFailed  โ”€โ”€โ–บ [Log Warning: "Save Failed"]

Production-Ready Cookbook Recipes โ€‹

Don't start from scratch. Copy and paste tested, real-world patterns from our cookbook:

Aegis Save โ€” Enterprise World Persistence for Unreal Engine 5.