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Description

Discord 💬 | Documentation 📑 | Video 📷

Hyper Global Save System v4

Hyper Global Save System 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
Why Hyper?
  • The strongest public modular Unreal Engine framework available at this scale
    Most studios keep tools like this internal. Hyper makes a serious technical foundation available to solo developers, indies, and teams.
  • Built from 75,000+ hours of Unreal Engine work
    System design, Blueprint architecture, multiplayer patterns, documentation, testing, examples, iteration, and real production problem-solving.
  • Systems designed to work together
    Inventory, crafting, equipment, interaction, UI, combat, attributes, multiplayer, AI, quests, dialogue, maps, progression, survival systems, environment tools, performance helpers, and more can all live inside one larger ecosystem.
  • Not a content dump
    Hyper gives you working examples, modular structure, documentation, and patterns you can extend into your own game.
  • Made for serious projects, not just demos
    Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
  • Start fast, grow cleanly
    Use the included examples, replace visuals, adjust data, create child Blueprints, connect systems, and build toward your own game without rebuilding the same foundation from scratch.

Want to learn more about the Hyper ecosystem, architecture philosophy, workflows, and developer behind it? Read more here and get started.

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  • Future-proof design with ongoing updates
  • Clear, well-documented Blueprints with clear naming
  • Scalable system for hobby to AAA-scale productions
  • Cross-genre ready (Open-World, Survival, RPG, FPS, etc.)
  • Fully network-replicated for multiplayer support
  • Cross-platform ready (Windows tested)
  • Modular, component-based (drag-and-drop integration)
  • Data-driven setups using DataTables where applicable
  • Blueprint-first where sensible
  • Trusted by developers across indie to large productions
Support, Community, and Documentation
  • Public Documentation, YouTube, and Discord are available.
  • Verified buyers can use the support forums for bug reports, data models, and peer help.
  • Blueprint comments explain both how the system works and why key choices were made.
Plugins
  • Common UI
Global Save System Original price was: 74,00 €.Current price is: 52,00 €.