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Blueprint API

Review draft. This source page has not completed website editorial and release-specific verification.

The reflected API lives on USaveGameDirectorSubsystem, USaveGameDirectorComponent, USaveGameDirectorSaveGame, and async action classes in Runtime. Retrieve the service with Get Game Instance Subsystem.

Node Owner Inputs Outputs / failure
Save Game to Slot subsystem Slot Name, User Index Boolean, Operation Result; may block game thread.
Load Game from Slot subsystem Slot Name, User Index Boolean, Operation Result; false for missing/invalid/failing restore.
Save Game to Memory subsystem none Boolean, Memory Data output, Operation Result.
Load Game from Memory subsystem Memory Data Boolean, Operation Result.
Save Game to Slot - Advanced / Load Game from Slot - Advanced subsystem request struct Boolean and Operation Result.
Save Game to Memory - Advanced / Load Game from Memory - Advanced subsystem request and memory object Boolean, result, memory output where applicable.

Use sync nodes for controlled/menu flows where a possible game-thread stall is acceptable.

Node Inputs Events
Save Game to Slot Async World Context Object, Slot Name, User Index Completed(handle,result) for success including warnings; Failed for rejection/failure.
Load Game from Slot Async World Context Object, Slot Name, User Index Completed or Failed(handle,result).
Save Game to Memory Async World Context Object Completed or Failed(handle,result,memory data).
Load Game from Memory Async World Context Object, Memory Data Completed or Failed(handle,result,memory data).

Bind both terminal events. Async actions use the common coordinator and fire exactly one terminal event. A result with warnings still goes to Completed.

Subsystem nodes include Start Autosave, Stop Autosave, Trigger Autosave Now, Trigger Autosave Now With Handle, interval set/get, enabled/running state, blocker count/IDs, result helpers (Was Operation Successful, Completed With Warnings, Operation Failed, Was Accepted, Is Operation Handle Valid, Get Operation Result Message) and diagnostic snapshot/event/warning accessors/clear methods.

The subsystem exposes Blueprint operation accepted, started, and completed events. Inspect result status, severity, warnings, and messages. Autosave calls can fail because settings disable autosave, lifecycle is not ready, or a blocker is active.

The Actor component exposes identity/origin/registration queries, Refresh Director Registration, and pre/post capture/restore BlueprintNativeEvent hooks.

Contributor/factory implementation and global factory registration are C++ only. Slot existence/deletion, direct record capture/restore, serializer calls, native multicast delegates, and factory enumeration are not Blueprint nodes. There is no Blueprint contributor support in this V1 API.