Global Save System

A multiplayer-ready save system with a C++ core and Blueprint interface, designed for large, dynamic worlds with features like autosaves, cross-level persistence, custom save slots, and support for streamed levels, equipment, and actor states.

69,00 

Price is excluding VAT and is calculated at checkout.

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Hyper Global Save System v3

Hyper Global Save System v3 is a robust and high-performance saving framework designed for Unreal Engine projects that span large open worlds, character switching, or streamed levels. At its core is a powerful C++ plugin, wrapped in Blueprint-accessible logic, built to handle autosaves, manual saves, cross-level transitions, and dynamic world states with precision.This system was created to help developers avoid the limitations of the built-in save game system and implement complex save structures with ease.

⚠️ Important Usage Note

This listing contains a required C++ plugin, but does not include the full project used to demonstrate and implement its features.The complete functionality — including UI, save logic, teleport support, inventory & equipment saving, and world partition examples — is implemented in Blueprints inside a downloadable project.

👉 You must download the supporting example project here: Free Save System Example Project (Google Drive)

Once the plugin is enabled in that project, all core functionality becomes accessible via Blueprints.

 

Key Features
  • Multi-Group Save Structure
    • Save and load multiple character or player groups, each with its own manual and autosave system
  • Autosaving
    • Configure autosave intervals and triggers for reliable, non-intrusive saving
  • Streaming Level & World Partition Support
    • Seamlessly autosave and restore streamed levels and large partitioned worlds
  • Custom Save Slots
    • Allow players or developers to name and load from custom save files at runtime
  • Dynamic Actor Save Support
    • Load and save various types of actors with Blueprint-friendly implementations:
      • Variable States: e.g. change the color of a box and keep it persistent
      • Equipment State: track what an actor is carrying or wearing
      • Actor Removal: restore destroyed actors properly
      • PCG State: preserve generated content logic
      • Seamless Travel: save and reload locations during map transitions
  • C++ Plugin Core
    • Efficient and scalable plugin backend for advanced performance needs
    • Clean Blueprint wrappers for fast integration into any system
  • Built for large worlds, open-world survival, RPG, and modular projects
  • Fully replicated, multiplayer-ready, and extensible

 

Built on 50 000 Hours of Experience

Every Hyper v3 system is the result of over 50 000 hours of real-world Unreal Engine development.By using Hyper modules, you benefit from a proven foundation that scales easily from simple projects to complex, professional games.

 

About the Developer

Hi, I’m Eric, Company Lead at Games by Hyper.

After years of leading IT and cybersecurity programs at C-level for banks, corporates, and governments, I decided to follow my real passion: game development.

Today I teach Game Development in Amsterdam and manage a growing community of over 4 000 developers.

My goal is to provide modular, professional-quality systems that help indie creators and hobbyists build the games they dream about.

 

Why Hyper?
  • Hyper v3 modules are fully modular and designed to integrate seamlessly
  • Clear, well-organized Blueprints that scale with your project
  • Reliable design principles for flexibility, maintainability, and performance
  • Active Discord community to support your development journey
  • Optional learning courses available:

 

Technical details

Features

  • Core C++ save plugin (Runtime module)
  • Persistent save groups with autosave support
  • Seamless level streaming and world partition integration
  • Supports saving variables, equipment, destruction, PCG, custom locations
  • Network-ready (server-side saving)
  • Optimized for all Hyper v3 modules, fully pre-integrated

Code Module

  • HyperGlobalSave (Runtime)

Notes and numbers

  • Plugin-only package (add to engine manually), Download example project required to access Blueprint features, UI, and example maps (World Partition, Streaming, Multiplayer)
  • 1 Core GameMode component (Blueprint implementation which utilizes the exposed save functions)
  • Several UI files in example project
  • Documentation

Supported Platforms

  • Windows