Save & Load Blueprint Nodes in Unreal Engine 5 C++
The Save & Load category covers the Blueprint nodes you use to persist player progress, settings and world state to disk in Unreal Engine 5. In C++ almost all of these map to static functions on UGameplayStatics combined with a custom USaveGame subclass.
Here you will find the exact C++ equivalents for creating a save object, writing it to a named slot, reading it back, checking whether a save exists and deleting one. Each page shows the real API call, the header and source setup, and the gotchas that catch developers coming from Blueprints.
5 nodes in this category.
Create Save Game Object
The Create Save Game Object node maps toUGameplayStatics::CreateSaveGameObject(UMySaveGame::StaticClass()) in C++, which you then Cast to your USaveGame subclass.View C++ equivalent →Save Game To Slot
The Save Game To Slot node maps toUGameplayStatics::SaveGameToSlot(Save, TEXT("Slot1"), 0), which serializes your USaveGame object to disk under a named slot and user index.View C++ equivalent →Load Game From Slot
The Load Game From Slot node maps toUGameplayStatics::LoadGameFromSlot(TEXT("Slot1"), 0), which reads the slot from disk and returns a USaveGame* you Cast to your subclass.View C++ equivalent →Does Save Game Exist
The Does Save Game Exist node maps toUGameplayStatics::DoesSaveGameExist(TEXT("Slot1"), 0), which returns a bool telling you whether a save file exists for that slot and user index.View C++ equivalent →Delete Game In Slot
The Delete Game In Slot node maps toUGameplayStatics::DeleteGameInSlot(TEXT("Slot1"), 0), which deletes the save file for the given slot name and user index from disk.View C++ equivalent →