Save System Foundations
Fragment-based saving for multiplayer: make a system saveable, persist world actors, and build a save/load menu.
What you'll learn
- Explain the fragment model — and why there's no monolithic save file
- Make a system saveable with ICrimsonSaveableSystem and SaveGame properties
- Trigger new-game saves, progress saves, and slot loads
- Wire the GameMode login hooks that make multiplayer saves work
- Persist placed and spawned world actors with one interface
- Build a save/load menu from slot headers
- Configure auto-capture, auto-load, and save-on-exit
Curriculum
- 1The Fragment ModelEvery system writes its own independent .sav fragment under a slot — no monolithic file, no cross-dependencies.3 min
- 2Enable the PluginTick CrimsonSaveSystem (and CrimsonCommon), restart. C++ projects add one module line.2 min
- 3Make a System SaveableImplement ICrimsonSaveableSystem, register with the manager, and mark the data SaveGame.5 min
- 4Save & LoadThree requests on the manager: new-game save, progress save, and slot load.4 min
- 5Multiplayer Login HooksTwo GameMode calls give every player their own per-player fragments — keyed by a stable identity.4 min
- 6Persist World ActorsDoors, chests, and spawned pickups — one interface, zero registration, automatic capture.4 min
- 7Build a Save/Load MenuSlot headers give you names, timestamps, play time, and thumbnails — the menu is a list plus three requests.5 min
- 8Auto-Saving & RecapThe settings toggles, save-on-exit, and a checklist for everything the course wired up.5 min