
Easy Multi Save v1.74 (5.7) is an all-in-one save and load solution designed to save developers significant time. Suitable for both small and large projects, it requires no C++ knowledge and works seamlessly with Blueprint-only and code-based projects. The system allows saving and loading of Level Actors, Level and Sub-Level Blueprints, Player, Inventory, Components, Persistent Data, Settings, and more. It supports one-click saving of complex Blueprint structures for any Actor, with all saved data automatically compressed to minimize file size.
Proven in commercial projects such as Hydroneer, Forgive Me Father, and Night of the Dead, Easy Multi Save features a simple and consistent structure, enabling quick onboarding even for developers with only basic Unreal Engine knowledge. It supports a wide range of game types and apps and can be compiled for all platforms. The design emphasizes flexibility while aligning with Unreal Engine standards: “Work smarter, not harder.”
**Main Features:**
– A fast and streamlined method for saving and loading complex game data.
– Support for a single save game or an unlimited number of save slots, including thumbnails.
– Save and load Level Actors, Level Blueprints, Player, Inventory, and other game elements.
– Save and load persistent data such as player progress.
– Save and load Components and Child Actors.
– Use the ‘Save Interface’ to receive save, pre-save, and load events for any Actor.
– The system automatically determines which Actors to update or respawn.
– Load and save Actors in open worlds using World Partition or Streaming.
– Fully automated saving and loading of large World Partition levels.
– Save any variable and use its loaded data directly.
– Preserve data across multiple Persistent Levels and Worlds.
– Ongoing support and updates since 2018.
**Advanced Features:**
– Multi-threaded and deferred loading to efficiently save and load many Actors.
– Multi-user game support.
– Clean file structure with support for both Desktop and Console file systems.
– Automatic saving and loading of destroyed Actors.
– One-click saving of recursive Blueprint structures.
– Save Player, Game Mode, or any other Actor as persistent data.
– Full save file compatibility across different Engine and Project builds.
– Ability to share save games between players.
– Support for saving only the client in networked games.
– Custom Save Objects for storing settings or additional data.
– Automatic file backup and versioning.