Pulse Save
Pulse Save is a runtime Unreal Engine plugin that saves and loads objects through save models (UPulseSaveModel) and a save manager (UPulseSaveManager).
The core idea is MVVM-inspired: instead of serializing your live gameplay objects directly, you save a small, explicit model that represents exactly the data you want persisted. See Core concepts for why this matters.
Documentation map
- Getting started
- Core concepts
- Save manager workflow
- Implementing saveable objects
- Blueprint and C++ API reference
- Model factories and settings
- Models and collectors
- Save migration
- Reports
At a glance
- Implement
UPulseSaveInterfaceon every object you want to save (only override the events you need). - Create a
UPulseSaveManagerand assign a valid save game withSetSaveGame. - Add at least one collector, e.g.
AddCollectorByClass(UPulseSaveActorCollector::StaticClass()). - Call
Save()/Load(). Listen toOnProcessed()/OnProcessedWithReport()for completion and diagnostics. - Persist data with
UPulseSaveUtils::SaveGameToSlotand restore withUPulseSaveUtils::LoadGameFromSlot. - Need a single object saved/loaded outside the main flow? Use
SaveSingleObject()/LoadSingleObject().