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State & networking

SGFSavePersist durable state without turning every actor into a file format.

Persistence built around identifiable participants and controlled capture and restore.

01 / How it works

Preserve the state that matters

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.

What this plugin delivers

  • World and actor-state capture and restore
  • Stable identities, records and destruction tracking
  • Memory and local-slot storage
  • Streaming-aware save orchestration

02 / In a game

The mechanism in practice.

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.

World persistence

Identity, actor participation and level-streaming awareness.

Storage

Memory or local slot storage with versioned documents.

Lifecycle

Destroyed-object tracking and controlled restore.

03 / Design ownership

What the studio builds.

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.

  • Which state is important enough to persist
  • Custom capture/restore logic for game-owned objects
  • Slot policy, migration expectations and player experience

Available to license

Ask about SGF licensing.

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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