Description
Documentation | Discord | Video | Demo | Project files
Hyper Global Save System v4
Keep a game world consistent when players save, travel and return. Hyper Global Save System combines a C++ serialization plugin with Blueprint integration for player state, world actors, streaming levels and save-slot management.
Key Features
Slots and save flow
- Save groups: organize different player or character groups with manual and automatic saves.
- Autosaves: configure save intervals and gameplay triggers.
- Named slots: let the player choose and load a save slot.
- Map transitions: carry the selected save context into the destination level.
World and actor state
- Placed and spawned actors: save level actors and actors created during play.
- Component data: include saveable components with their owning actor.
- Destroyed level actors: remember which map-placed actors were removed so they do not simply return on load.
- Streaming and World Partition: save streamed-world state through the supporting project.
- Custom state: connect inventory, equipment, PCG and other state through the save interfaces and supplied logic.
Plugin and integration project
This listing contains the required C++ plugin. The integration project is a separate, free download linked above. Its Blueprints provide the UI, save logic, teleport support, inventory/equipment integration and World Partition integration. Enable the plugin in that project to use the complete save workflow.
Integration model
Add the saveable actor and component interfaces to the relevant world objects, then implement their save/load behavior. Players follow the separate GameMode player-loading path. Load-state checks prevent fresh-spawn initialization from overwriting restored data.
Restore the state your game actually uses
- Nested property handling: the plugin can flag child properties inside complex structures and serialize flagged values to byte arrays, including data that is difficult to mark manually.
- Restore before initialization: the deferred actor-spawn flow applies saved properties before construction and Begin Play finish, so the actor can initialize around the restored state.
- Custom attachment restoration: On Save and On Load hooks let equipment and attached state effects serialize their own data and rebuild the correct attachment after loading.
- Individual player saves: save a selected player through the dedicated player-saving flow when a full world save is unnecessary.
- Server-owned world state: the server controls world and player saving in co-op. The player-loading flow restores the joining player through the GameMode.
- Practical save utilities: manage slot metadata, retrieve current or recent saves, and use an overlap-save trigger for a configured checkpoint.
Start with the free project files to see a full save and restore flow before connecting your own actors.
37 reviews for Global Save System
You must be logged in to post a review.
Frequently asked questions
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, integration, 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.
Working systems with source
Hyper gives you functional systems, a modular structure and documentation, with source you can extend for your own game.
Architecture you can extend
Hyper is built around scalable architecture: gameplay tags, structured data, child Blueprints, clean overrides, reusable components, and clear project boundaries.
Start fast, grow cleanly
Build on the included systems, replace visuals, adjust data, create child Blueprints and connect features 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 (https://gamesbyhyper.com/docs/getting-started/start-here/).
Is the integration project included in the plugin download?
The C++ plugin and supporting integration project are separate downloads. Get the free project files from our website (https://gamesbyhyper.com/product/global-save-system-project-files/) and enable the plugin in that project. That project includes the Blueprint save flow, UI and integrations.
Can I save actors in streamed worlds?
Yes. Global Save supports dynamic actor state, streamed levels and World Partition workflows. Connect the state you want to save using the supplied integration project.
Compatibility and file information
- Development platforms
- Linux, Windows, macOS
- Tested platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V3V3 UE5.5. Release: V3. | V3 | 5.5 |
| V3V3 UE5.6. Release: V3. | V3 | 5.6 |
| V4V4 UE5.7. Release: V4. | V4 | 5.7 |
Implementation and interaction
- Modular / extensible
- Yes
- Multiplayer ready
- Yes
- UI components
- Yes
- Input methods
- Gamepad, Keyboard, Mouse
- AI gameplay features
- No
System setup
- Package split: required C++ plugin in this listing; complete Blueprint demonstration project is downloaded separately.
- Ownership: GameMode save manager for server-side logic and PlayerController component for player save flow.
- Interfaces: BPI_Saveable_Actor and BPI_Saveable_Component expose custom save/load handling.
- World tracking: world proxy tracks destroyed level-placed actors; runtime-spawned actors use saved actor records.
- Player setup: players use the dedicated player-loading flow, not BPI_Saveable_Actor directly.
Compatibility
- Networking: replicated multiplayer support.
- Platform testing: Windows tested.
- Plugins: Common UI.
Release notes | Documentation | YouTube | Discord
Documentation, videos and Discord are public. Verified buyers can use the support forums.
Xx-JayCook-xX –
Review from FabThe biggest thing I didn’t realise was the world partitioning and switching levels, really really helpful if you want to have different levels within a world. Really easy to set up and works great