Rolly Docs

Changelog

What changed in each version of Rolly Save, newest first, in the Keep a Changelog format.

Sheet
64 of 64
Rev
1.0.0
Updated
On this sheet

[1.0.0] - 2026-10-31

Added

  • Saving and loading: the Rolly Save Subsystem saves the game on the server or in a standalone game and loads it back, opening the map the save was made in with every saved value set before Begin Play, or setting the values in the current map. Async Blueprint nodes save, load, list, copy, rename and delete slots, each with Success and Failure, and Cancel Load stops a running load; On Save Started, On Save Finished, On Load Started, On Load Progress and On Load Finished report every save and load. F5 and F9 quick save and quick load once turned on, Remove Them takes the engine’s debug commands off those keys, and console commands list the saves and print what one holds.
  • What saves with no setup: the variables ticked SaveGame of the Game Instance and its subsystems, the Game Mode, the Game State, the world’s subsystems, the map’s Level Blueprint and every placed or spawned actor and component; actors’ transforms, attachments, owners, visibility, physics velocity and sleep, movement, and which placed actors were destroyed; spawned actors come back after a load. The local players’ pawns, controllers and player states save and come back where they were. Objects that are no actor save under a name given with Register Object for Saving.
  • Choosing what saves: Save Rule data assets match actors by class, interface, actor tag, Gameplay Tag or map and set what they keep, with Pick Properties for Blueprint variables and engine properties by path, such as a light’s intensity or a mesh’s materials. The Rolly Save component overrides the rules for one actor and fires On Pre Save, On Saved and On Loaded. Save Handlers in Blueprint or C++ save state that is not a variable.
  • Engine state, AI and abilities: handlers attached in a Save Rule save dynamic material parameters, timelines, Level Sequences, montages and sounds, AI pawns’ Blackboards and StateTrees, and Ability System Components with attribute base values, abilities and their levels, effects with their time left and loose tags. Resting physics bodies stay asleep, and each map keeps its values of the Material Parameter Collections you list.
  • Levels and open worlds: levels the player leaves by travel are kept as they were; streaming levels, level instances and World Partition cells keep their state as they stream out and in; runtime Data Layers keep theirs; levels loaded at run time under a name load again. Players are held after a load until the ground under them has loaded, and large saves and loads can spread over frames.
  • Instances, destruction and PCG: instanced meshes, foliage and instanced skinned meshes keep their removed, moved, recoloured and added instances, with regrowth on a timer; broken geometry collections stay broken; PCG components keep their seeds, parameters and changes to their output.
  • Level tools: the Save Point, the Checkpoint, Autosave and Reset Area Volumes, and the Rolly Save Trigger and Reset Area components for any actor. Reset Areas make places start as designed again on a return, after game time or never, also through New Game+. In the editor they show sprites, labels and brush colours, a Place Actors category and checks in their Details.
  • Game flow: autosave on a timer and at the game’s requests into a ring of autosave slots; checkpoints with an instant retry from memory; memory slots and rewind points; save blocks; part saves and loads of the players, the world or named groups; single-slot runs for ironman and roguelike games; a profile per local player, named profiles or profiles keyed by account; New Game+ with chosen progress; saves exported and imported as files, bytes or JSON.
  • Screens: a slot screen to save, load, start new games and manage saves and profiles, in four slot styles and the five layouts and six themes of the Rolly UI, with a gamepad, a keyboard and mouse, or touch; a saving indicator, notices and a loading overlay, also during a map load. Every save records its map, play time, a place name, a title, a picture of the player’s view and fields of your own for slot lists.
  • Safety and old saves: two copies of every save, so a crash or a full disk during a save keeps the last good one, and a load takes the newest copy that checks out; checksums and a structure check refuse a damaged save before any of it applies. Game Data Version and migration steps in a data asset keep older saves loading after your game changes, and the old-save check loads the saves of released builds in CI. Optional tamper resistance against casual editing. Import Engine Save Game reads saves of the engine’s Save Game to Slot. An autosave is written as the game quits or is sent to the background, and optionally as its window loses focus.
  • Editor: a setup panel that sets how your game saves from eight answers; checks after each map save, from the Tools menu, in Data Validation and from a commandlet for CI, for setup that would lose saved data, such as duplicate Custom Save IDs and struct members without SaveGame; the outliner’s Rolly Save column and filters and viewport markers that show which actors save and why; Play from Slot and -RollySaveLoad; the Save Inspector, which reads, compares and edits saves, exports JSON and finds the actor a record belongs to; the Gameplay Debugger category RollySave.
  • Multiplayer: the server saves and loads the game, its local players and every state the engine replicates; clients’ save and load calls are refused with a message. A Message Log note names the features whose restored state reaches the host only while remote clients are connected. Per-player records and client mirroring come in version 1.1.
  • Platforms: Windows (64-bit).