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Persistence

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

Core persistence is owned by one initialized USkillComponent and uses schema

  1. The snapshot stores global XP, global XP-awarded point position, unspent points, and deterministic per-Skill records containing exact Skill identity, invested points, XP-derived increases, current Skill XP, and active modifiers.

Use CapturePersistenceSnapshot, ValidatePersistenceSnapshot, and RestorePersistenceSnapshot. Capture fails for an uninitialized component. Validation checks schema, current profile compatibility, finite progression state, modifier identity, ranges, and checked arithmetic.

Restore is an atomic replacement. The current Skill Profile remains authoritative for definitions and bounds; its asset path need not match the captured path. A current-profile Skill absent from the snapshot starts at authored defaults. A snapshot Skill absent from the current profile rejects the whole restore. Derived Base, Effective, modifier totals, and next thresholds are recalculated; they are not persisted as independent authority.

A successful restore emits one post-commit SkillStateRestored event. Restore does not fabricate progression, investment, modifier, or Effective-value gameplay events.

Skill Director owns snapshot capture, validation, and restore. The owner plugin remains standalone. Optional SaveGame adaptation lives in DirectorBridge; the ActorComponents pairwise SaveGame bridge product is retired. Owner snapshot semantics and schema remain unchanged. See SaveGame integration.