World persistence
Identity, actor participation and level-streaming awareness.
State & networking
Persistence built around identifiable participants and controlled capture and restore.
01 / How it works
World objects provide persistent identity and save participation. The subsystem captures records, handles level streaming and tracks destroyed objects. Save documents are version-gated; asynchronous disk writes operate on serialized bytes instead of traversing live actors on a worker thread.
02 / In a game
A door was opened, a unique object destroyed and a vehicle moved. Save participants expose identifiable durable state. The subsystem captures it, writes a serialized document, and restores it when the world is available again.
Identity, actor participation and level-streaming awareness.
Memory or local slot storage with versioned documents.
Destroyed-object tracking and controlled restore.
03 / Design ownership
The studio decides which state is durable, what a saved game means and how custom systems restore themselves.
The framework does not decide which outcomes are narratively or economically permanent.
04 / System connections
MELEE / RPG / Illustrative composition
Use hit detection, abilities, targeting, equipment, AI, persistence and world state as building blocks. The studio owns combat rules, progression and the moment-to-moment feel.
STORY / EXPLORATION / Illustrative composition
Combine meaningful places, interaction contracts, authored objectives and save participation while leaving narrative, dialogue and puzzles entirely in the studio’s hands.
SURVIVAL / CO-OP / Illustrative composition
Pair lightweight populations with full interactions, AI decision-making, persistent resources and world event orchestration. The studio chooses how hordes behave and how co-op survival feels.
VEHICLES / OPEN WORLD / Illustrative composition
Compose occupancy, vehicle functions, durable state and semantic world structure. Add native Chaos integration where needed while keeping the driving and world design yours.
Available to license
Tell us which systems you need and which Unreal Engine version you use. We can discuss licence terms and integration with your project.
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