Unreal Engine UE5 ASYNC Saving and Loading of procedural generated Building Interiors at Runtime BP

Опубликовано: 05 Апрель 2026
на канале: Aggressive Mastery
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My Destruction Based Video Games required a LOT OF DATA, such as the 611 buildings that make up this small city. Each building has a full interior, with floors, office equipment, and a stairway/elevator shaft that connects each level and the roof.

I outline in this video how I am using Unreal Engine's default Save and Load game system via BLUEPRINTS to save each building to its own save file, that I can then load at runtime based on distance to the player.

This will be expanded to save all of the static meshes in the world, and may also include actors in the world... so that I could restore a 'State' as well. But right now, its just the static building interiors before destroyed.

***Additional Dithering can be achieved by spreading out the Instance Static Mesh Component Adds on Load, over multiple frames. That should remove all hitching.

@gameDEVmicah on X\Twitter, Bluesky,
Micah Berninghausen on Linkedin
u/diepepsi on Reddit.