Welcome back to part 34 of my Survival Horror devlog series in Unreal Engine 5.6! Today, we are wrapping up the core architecture of our Save and Load system. We are taking the logic we built last time and turning it into a fully functional, user-friendly Save Slot UI.
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What's new in this episode:
💾 The Slot Manager: Creating a master save file (BP_SaveGames) that acts as an index to track and store data for all existing player saves.
🕒 Metadata Serialization: Saving and dynamically displaying the date, time, and custom names for every individual save slot.
🖥️ Dynamic UI Generation: Programming the Main Menu to automatically populate the Scroll Box with widgets based on the discovered save files.
⚙️ Overwrite & Create Logic: Building the algorithm to correctly append new saves (using auto-incremented indexes) and properly route load requests through the Game Instance.
🛠 UI Bug Fixes: Solving frustrating widget collapsing issues (Canvas Panel vs Size Box) and fixing the Input Mode focus bugs that happen right after loading a level.
As a bonus, I’ll also give you a quick look at my updated Room Generator Blueprint, which now allows for rapid non-linear level design and doorway alignment!
Please let me know what you think in the comments! Do you have any advice or alternative approaches to handling UI data? Your feedback and support mean the world to me! 👇
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