Unreal Engine 5 · Blueprint → C++
Save Game To Slot in Unreal Engine 5 C++UE Docs
The Save Game To Slot node maps to UGameplayStatics::SaveGameToSlot(Save, TEXT("Slot1"), 0), which serializes your USaveGame object to disk under a named slot and user index.
Blueprint node & C++ equivalent
UGameplayStatics::SaveGameToSlot(Save, TEXT("Slot1"), /*UserIndex=*/0);What does the Save Game To Slot node do?
Save Game To Slot serializes a USaveGame object to a binary file identified by a slot name and a user index. Every UPROPERTY on the save object is written; non-reflected members are ignored.
The function returns a bool indicating whether the write succeeded, which Blueprints expose as the return pin.
SaveGameToSlot C++ example
Use UGameplayStatics::SaveGameToSlot(Save, TEXT("Slot1"), /*UserIndex=*/0);. The first argument is your populated save object, the second is the slot name as a string, and the third is the platform user index, commonly 0 for single-player.
On supported platforms this performs a synchronous write. For large saves consider UGameplayStatics::AsyncSaveGameToSlot to avoid hitching the game thread.
Common mistakes
A frequent error is passing a null or stale save object, which silently fails. Populate the object's UPROPERTY fields before calling SaveGameToSlot, and keep the slot name consistent with what you pass to LoadGameFromSlot and DoesSaveGameExist.
Frequently asked questions
What is SaveGameToSlot in UE5 C++?+
UGameplayStatics::SaveGameToSlot writes a USaveGame object to disk under a slot name and user index, returning true on success.
What is the UserIndex parameter in SaveGameToSlot?+
It identifies the platform user the save belongs to. For single-player projects you typically pass 0.
How do I save without blocking the game thread?+
Use UGameplayStatics::AsyncSaveGameToSlot, which writes the save asynchronously and notifies you via a delegate when it finishes.