JustSave — Zero-Code Save System (Unreal Engine Plugin)
You don't manage every actor individually. Everything is just a checkbox.No serialization code. No per-actor wiring. No save manager to build. Add the Saveable component, tick what you want to keep — centrally in the JustSave panel, or with the standard SaveGame flag — and call Save. Your whole world persists. That's the entire workflow.JustSave is a zero-boilerplate save/load framework for Unreal Engine 5. The design goal is simplicity: instead of writing and maintaining custom save logic for every class, you describe what to keep with a checkbox and let JustSave handle how through reflection. It works identically in Blueprint and C++, and — critically — it works in packaged builds, not just the editor.Saving is just a checkboxAdd the Saveable component to an actor and it shows up in the JustSave panel automatically. From there, choosing what persists is just ticking boxes — never writing serialization code — and there are two equally valid ways to do it: Centralised, in the JustSave panel (the easy route). The Configuration window lists every saveable class and all of its properties in one place; tick the ones to keep. No per-actor editing, no flags to remember — one visual source of truth for everything your game saves, and you can see and toggle properties you'd never expose as SaveGame by hand. Per-property, the classic Unreal way. Or mark a property with the standard SaveGame flag right on the actor or Blueprint, exactly as you already do — JustSave picks it up automatically. Both routes do the same thing (the effective saved set is the union of the two), so mix and match freely. Then call Save and your whole world persists — actor state, spawned and destroyed actors, references between them, and cross-level data — identically in Blueprint and C++.Why JustSaveA save system is only worth what it does the day you ship. JustSave is fully documented (a bundled User Guide and Technical Reference, plus an in-editor quick-reference Guide), works in packaged builds (config cooks into your game via DefaultGame.ini — verified on packaged Win64), and is self-contained — no separate example project to download before you can use it. It covers the features you expect from a premium save plugin — open-world support, server-authoritative multiplayer saves, slots, thumbnails, and compression — and adds an integrity pipeline (AES-256 anti-tamper, CRC32, atomic writes, auto-backup, live save-version migration) and a visual Save Graph on top. Simplicity is the headline; the depth below is the payoff.Zero-Code Capture Pick what to save by ticking boxes — centrally in the JustSave panel (every class and property in one place) or with the standard SaveGame flag on the actor. No serialization boilerplate either way. Reflection-based capture of whatever you select, across the actor and its components, with no per-class save code to write or maintain. Identical in Blueprint and C++ — 40+ functions exposed to both. Persists the whole picture: actor state, runtime-spawned actors, runtime-destroyed actors, references between saved actors, and cross-level / cross-world data. Robust Save Pipeline Integrity pipeline on every save: zlib compression (auto-skipped when it wouldn't shrink) → optional AES-256 encryption → CRC32 checksum → atomic write → rotating timestamped backups. Self-healing backups — 0–10 timestamped auto-backups per slot (default 3); a corrupt slot is automatically repaired from its most recent good backup. AES-256 anti-tamper encryption that deters casual save-file tampering and inspection — treat it as anti-tamper, not secret protection — and fails closed if a key is missing. Live save-version migration — SetGameSaveVersion plus an OnSaveMigration delegate let you upgrade saves written by an older build after you ship a patch (current on-disk format is v4). Allocation-bounded deserialization — configurable Max Property Size (1 MB–500 MB) and Max Save Size (16 MB–~2 GB) guards harden the loader against corrupt or maliciously crafted files. Big-World & Multiplayer World Partition & level-streaming aware — "Load All Cells On Save" force-loads unvisited cells so an entire partitioned world is captured, not just the streamed-in part. Server-authoritative multiplayer saves — "Save Requires Authority" rejects saves on pure clients, with per-player state captured per save. This is a save-aware single-world guard, not a replication or netcode framework. Player-possession restore — controllers re-possess their correct pawns on load, so loading mid-session doesn't drop or duplicate the player. Editor Tooling Central Configuration window — the single place to manage what your game saves. A per-class / per-component property picker lists every property of each saveable class so you can tick exactly what to keep, alongside global settings, a save-slot browser, and a visual Save Graph — all in one four-tab window. Visual Save Graph — an Obsidian-style force-directed node graph showing exactly what each class saves, with drag / pan / zoom and a hide-unsaved filter. In-editor Play save/load — toolbar Save and Load buttons for fast Play-In-Editor iteration. JSON spec import/export — export a full save manifest (every saveable class × its effective saved properties) for review or diffing. Built-in Guide & Feedback — an in-editor quick-reference Guide window and a Send Feedback panel, right in the configuration window rail. Async, Auto-Save & Slots Asynchronous save & load — AsyncSaveGame / AsyncLoadGame with OnSaveProgress / OnLoadProgress delegates to drive progress bars without hitching the game thread. Auto-save — configurable interval, runs asynchronously, and is skipped while another save or load is already in progress. Slots, thumbnails & quick actions — named slots with display labels, captured thumbnails, and one-call QuickSave / QuickLoad. 8 lifecycle events — hooks such as OnPreSave / OnPostLoad via the Saveable interface, plus progress and migration events, to run custom logic at the right moments. Quality 82 automated tests covering the capture and integrity pipeline. Adversarially reviewed, with allocation-bounded deserialization throughout. Lean runtime module with no UI dependencies — UMG/Slate/InputCore are only pulled in by the optional demo module, keeping your shipped build clean. Full C++ source included — no third-party dependencies, engine modules only. What's Included JustSaveRuntime — the core save/load framework (~30 reflected types: 12 UClasses/UInterfaces, 15 USTRUCTs, 3 UENUMs); lean, with no UI dependencies. JustSaveEditor — the central Configuration window, Save Graph, toolbar buttons, and JSON manifest import/export. JustSaveFeedback — the in-editor Send Feedback panel. JustSaveDemo (optional) — a ready-to-play sample DemoMap with an in-game save-browser widget and F5 / F9 / F6 hotkeys (quicksave / quickload / open browser), so you have a working reference without downloading a separate project. User Guide & Technical Reference — bundled documentation, plus the in-editor quick-reference Guide. RequirementsUnreal Engine 5.3–5.8 · Windows (Win64), macOS, and Linux desktop only (no mobile or console) · Blueprint or C++ · full source included, no third-party dependencies.Documentation & SupportJustSave ships with a complete User Guide and Technical Reference, and an in-editor Guide window for quick answers while you work. Found a bug or want a feature? Use the built-in Send Feedback panel in the configuration window, or the Fab listing page.JustSave 1.0.0 by MythicLemon. AES-256 encryption is an anti-tamper measure that deters casual save-file inspection and editing — it is not a confidentiality or secret-protection feature.
Get it → mythiclemon.gumroad.com