Save modes and SaveGame integration

The four Rest Site save modes, the multi-world Quick Save envelope, integrating the payload into your own SaveGame with Build/Apply Rest Site Save Data, and Quick Load back to the last checkpoint.

WSRF saves its own persistent world state, Rest Site discovery and activation, the Last Activated Rest Site, and independent snapshots for every visited world. It does not replace a project’s gameplay SaveGame.

Save modes

ModeWSRF Quick Save slotProject BridgeIntended use
DisabledNoNoThe Rest Site performs no automatic save. The native Save action is unavailable.
Project SaveNoYesThe project stores the supplied WSRF payload inside its own USaveGame.
WSRF Quick SaveYesNoPlug-and-play WSRF-only world-state saving.
BothYesYesThe same captured payload is sent to the project and written to the WSRF Quick Save slot.

The mode is configured as Default Save Mode in Project Settings; Both reuses one captured payload. The Project Bridge is synchronous in WSRF 1.0. A failed project save is reported as a failed save operation; WSRF never reports silent success.

Project-owned SaveGame workflow

To save:

  1. Rest or the native Save action requests a Project Save.
  2. Implement Request Project Save in the configured Rest Site Project Bridge.
  3. Create or update your game’s USaveGame.
  4. Store the request’s Rest Site Save Data (FWSRFRestSiteQuickSaveEnvelope) alongside your player stats, inventory, quests, and other project data.
  5. Call Unreal’s Save Game To Slot and return Success or Failure to WSRF.

To load a project-owned save:

  1. Call Unreal’s Load Game From Slot.
  2. Restore project-owned data in the order required by your game.
  3. Pass the stored WSRF payload to Apply Rest Site Save Data.
  4. Use Respawn At Last Rest Site only when you intentionally want Player Death semantics. Applying project save data does not cause a death reset.

Build Rest Site Save Data and Apply Rest Site Save Data are pure-data integration nodes: Build Rest Site Save Data produces the envelope for a project-owned USaveGame, and Apply Rest Site Save Data imports that envelope and can apply the current world’s compatible snapshot. Using them never requires the built-in WSRF Quick Save slot.

Quick Save nodes

NodePurpose
Capture Rest Site Quick StateUpdates the in-memory multi-world envelope without writing a slot
Save Rest Site Quick StateWrites the configurable WSRF-only Quick Save slot (Default Quick Save Slot, WSRF_QuickSave by default)
Load Rest Site Quick StateThe synchronous import/apply primitive — it does not open another world or move the player
Load Rest Site Quick State And Return To CheckpointRestores WSRF data, opens the saved destination world when required, and places the player at the saved Last Activated Rest Site’s Player Respawn Point

Quick Load and return to checkpoint

Call Load Rest Site Quick State And Return To Checkpoint when the player should load the built-in WSRF Quick Save and return to the saved Last Activated Rest Site.

  • In the same world, WSRF applies that world’s compatible snapshot, resolves or streams the exact Rest Site, and places the player at its Player Respawn Point.
  • In another world, WSRF opens the saved world, verifies its World Identity, applies only that world’s snapshot, resolves or streams the exact Rest Site, and then places the player.
  • This operation uses Load Quick Save semantics. It does not issue Reset.PlayerDeath, reset enemies as a death side effect, or apply project death penalties.
  • If the save contains no Last Activated Rest Site, compatible WSRF data is still restored and the player is not moved.
  • Missing worlds, missing Rest Sites, invalid identities, and incompatible snapshots produce an explicit structured result. WSRF never teleports to world origin.

Bind to On Quick Load Started and On Quick Load Completed for loading screens or project presentation. Every accepted high-level Quick Load emits each event exactly once and supplies an operation ID.

Versions, migration and quarantine

WSRF automatically migrates its own older snapshot schemas on load — the same built-in migrators normal WSRF imports use (see the Persistence adapter for the schema chain). A snapshot from a future WSRF version is quarantined while every compatible world stays usable, and the source slot refuses to be overwritten while quarantined data exists — Save As remains available. Has Quarantined Future Save Data reports that condition to Blueprint. A renamed world is honoured only through the explicit WorldIdentityRedirects table in Project Settings — no heuristic matching.

Product boundary

Not a complete RPG save system

WSRF does not automatically save inventory, quests, player level, equipment, currency, health, skills, or character progression. Those remain project-owned data.

The supported product claims are:

  • Persistent World-State Save/Load
  • Blueprint-Ready SaveGame Integration
  • Multi-World Quick Save & Load with Last Rest Site Return
  • Save through WSRF Quick Save, your own SaveGame, or Both

For the module as a whole, see the Bonfire & Checkpoint overview.

Last updated: 2026-09-04

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