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

  1. Getting started
  2. Core concepts
  3. Save manager workflow
  4. Implementing saveable objects
  5. Blueprint and C++ API reference
  6. Model factories and settings
  7. Models and collectors
  8. Save migration
  9. Reports

At a glance

  1. Implement UPulseSaveInterface on every object you want to save (only override the events you need).
  2. Create a UPulseSaveManager and assign a valid save game with SetSaveGame.
  3. Add at least one collector, e.g. AddCollectorByClass(UPulseSaveActorCollector::StaticClass()).
  4. Call Save() / Load(). Listen to OnProcessed() / OnProcessedWithReport() for completion and diagnostics.
  5. Persist data with UPulseSaveUtils::SaveGameToSlot and restore with UPulseSaveUtils::LoadGameFromSlot.
  6. Need a single object saved/loaded outside the main flow? Use SaveSingleObject() / LoadSingleObject().

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