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Blueprint Node Reference ​

This document provides a comprehensive reference for every Blueprint node provided by Aegis Save. All nodes are categorized under Aegis|<Area> in the Blueprint context menu.


1. Saving & Loading Actions ​

These are asynchronous latent action nodes: they execute non-blocking passes and fire execution pins when finished.

Auto Save (Aegis) ​

  • Category: Aegis|Slots
  • Description: Spreads save capture across frames under FrameBudgetMilliseconds (default 1.0 ms). Recommended for all gameplay checkpoints and rolling autosaves.
  • Inputs:
    • In Exec (Execution)
    • Slot Name (FString): Target save slot identifier.
    • Options (FAegisSaveOptions, Optional): Advanced options (DisplayName, PlaytimeSeconds, Budget override).
  • Outputs:
    • OnSuccess (Execution): Fires when save completes successfully.
    • OnFailed (Execution): Fires on any error (read Status for details).
    • Status (FAegisStatus): Result code and human-readable context.

Save Game to Slot (Aegis) ​

  • Category: Aegis|Slots
  • Description: Saves world state to a slot. Defaults to Atomic mode (point-in-time synchronous snapshot). Recommended for manual save slots in pause menus.
  • Inputs: Slot Name, Options.
  • Outputs: OnSuccess, OnFailed, Status.

Load Game from Slot (Aegis) ​

  • Category: Aegis|Slots
  • Description: Loads the saved world state from a slot, restores actor properties, and destroys placed actors recorded as destroyed in that save.
  • Inputs:
    • Slot Name (FString): Target slot to load.
    • Options (FAegisLoadOptions, Optional): Optional flags (e.g. bIgnoreBackup).
  • Outputs: OnSuccess, OnFailed, Status.

2. Reading Operation Results (FAegisStatus) ​

Every save and load operation outputs an FAegisStatus struct:

  • Result (EAegisResult): Enumeration representing the exact outcome.
  • Context (FString): Descriptive string naming the exact object, property, or file at fault (A-7).

Common EAegisResult Codes ​

Result CodeMeaningRecommended Handling
SuccessOperation succeeded.Proceed with game flow.
OperationInProgressAnother save or load is currently running.Wait for running operation to complete; do not spam requests.
SlotNotFoundTarget save slot does not exist on disk.Verify slot exists using Does Slot Exist before loading.
InvalidSlotNameSlot name contains illegal characters or path traversal.Validate slot name strings.
StorageReadFailed / StorageWriteFailedDisk I/O error, full drive, or permission issue.Display warning to player.
CorruptHeader / ChecksumMismatchFile failed CRC32 integrity check.Check if .bak backup exists; offer backup restore to player.
MigrationFailedCustom schema migration returned false.Load was aborted atomically; original file is untouched.

3. Slot Management ​

NodeKindReturnsDescription
Does Slot ExistPureboolReturns true if the .aegis file exists on disk.
Get Slot InfoCallableFAegisStatus, FAegisSlotInfoReads metadata header of a single slot in sub-milliseconds.
Get All Slot InfoCallableFAegisStatus, TArray<FAegisSlotInfo>Reads metadata headers across all existing slots in the save directory.
Delete SlotCallableFAegisStatusDeletes the .aegis container file and its companion .bak backup.

4. Actor Identity & Component Queries ​

Nodes available on UAegisPersistenceComponent:

NodeKindReturnsDescription
Get Persistent IdPureFGuidReturns the actor's immutable 128-bit identity.
Has Valid IdPureboolTrue if the actor has a valid seeded GUID.
Get ScopePureEAegisScopeReturns whether the actor is scoped to World, Player, or Global.
Should Persist TransformPureboolTrue if location, rotation, and scale are captured.
Get Change DetectionPureEAegisChangeDetectionReturns active detection mode (Automatic, Revision, Manual, Always).
Get Resolved Ancestor CountPureint32Number of parent Level Instances contributing to identity composition.

5. Non-Actor Persistence (UObjects) ​

NodeCategoryDescription
Make Persistent Id From Label`AegisIdentity`
Register Persistent Object`AegisIdentity`
Unregister Persistent Object`AegisIdentity`
Forget Record`AegisIdentity`

6. Spawning & Change Signaling ​

Spawn Persistent Actor (Aegis) ​

  • Category: Aegis|Identity
  • Description: Spawns an actor class dynamically with a persistent sequence identity stored in Global scope. Reconstructed automatically on save load.
  • Inputs: Class, Transform, CollisionHandling.
  • Outputs: Return Value (Actor reference).

Mark Changed (Aegis) ​

  • Category: Aegis|Identity
  • Description: Flags an actor or registered object as dirty, ensuring it will be captured on the next save pass.

7. Lifecycle & Diagnostics ​

Was Destroyed By Load (Aegis) ​

  • Category: Aegis|Lifecycle
  • Description: Pure. Call inside EndPlay to check if this actor was destroyed because a loaded save recorded it as dead. Use this to prevent duplicate death effects and loot drops!

Get Persistence Report (Aegis) ​

  • Category: Aegis|Diagnostics
  • Description: Inspects any actor or object and returns an array of FAegisPropertyReport entries, showing every variable marked SaveGame and whether it is actively captured (bIsCaptured).

Get Record Count / Get Live Actor Count ​

  • Category: Aegis|Diagnostics
  • Description: Pure. Get Record Count returns all records in memory (including streamed-out actors); Get Live Actor Count returns persistent actors currently resident in the world.

8. Subsystem Global Events ​

Bind to these events on UAegisSubsystem for game-wide notifications (e.g., autosave icons or audio chimes):

  • On Save Started (SlotName)
  • On Save Completed (SlotName, FAegisStatus)
  • On Load Started (SlotName)
  • On Load Completed (SlotName, FAegisStatus)

Aegis Save — Enterprise World Persistence for Unreal Engine 5.