CrimsonSaveSystem · Lesson 8 of 8

Auto-Saving & Recap

Beginner5 minOverviewSettings

Before you start

  • Completed the previous lessons
Video coming soon

Chapters

1. The automation toggles

SettingDefaultWhat it does
bAutoCaptureActorsOnSaveOnScan loaded levels for saveable actors on every save
bIncludeWorldStateInMainSaveOnRequestSaveProgress captures world state alongside systems
bAutoLoadWorldStateOnLoading a slot restores world actors automatically
bSaveWorldStateAfterEveryChangeOffCheckpoint-style flush whenever an actor reports OnActorStateChanged
The Crimson Save System project settings — automation toggles and the storage provider.

2. Save on exit

For a save-on-quit, call `SaveGameToActiveSlotSynchronous()` from your GameMode's EndPlay — the synchronous variant exists precisely because the world is tearing down. It's gated by bAutoSaveOnExit, so players (or platforms) can opt out.

GameMode EndPlay → Save Game To Active Slot Synchronous.

Checklist

  • A registered system round-trips its state through save → load.
  • Every player gets their own Fragment__PlayerKey.sav after the GameMode hooks.
  • A door and a spawned pickup survive a map restart + load.
  • The menu lists slots with names, timestamps, and thumbnails — and refreshes on OnSaveSlotListChanged.
What's next
The docs go deeper: custom fragments with versioned upgrades, custom slot headers, per-fragment error handling, and pluggable storage providers (custom directories, cloud backends).