API
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The runtime API is in module SaveGameDirectorRuntime. Obtain USaveGameDirectorSubsystem from the active UGameInstance; the subsystem is scoped to that Game Instance.
Operations
Section titled “Operations”Create FSaveGameDirectorSaveRequest or FSaveGameDirectorLoadRequest values and call the synchronous slot/memory methods when a possible game-thread stall is acceptable. Use the asynchronous methods for gameplay operations that should not block. Check returned acceptance/Boolean state and the structured FSaveGameDirectorOperationResult; bind both terminal events for asynchronous actions.
See C++ API details for headers, requests, contributors, serializers, delegates, and slot APIs. See Blueprint API details for reflected nodes and async action events.
Persistence participation
Section titled “Persistence participation”Add USaveGameDirectorComponent to Actors that should be captured. Implement and register an ISaveGameDirectorContributor factory for additional product state. Contributor IDs and schema versions are part of the compatibility contract. See Contributor Guide, Architecture, and Persistence Format.
Autosave and results
Section titled “Autosave and results”The subsystem exposes autosave start/stop/trigger operations, interval and blocker controls, diagnostics accessors, and operation lifecycle delegates. Autosave and diagnostics are scoped to the selected Game Instance. See Slots and Autosave and Troubleshooting.
Editor tools
Section titled “Editor tools”The Runtime Inspector observes without changing runtime state. Save, load, autosave, and diagnostic-history clearing are in Runtime Controls.