Who saves
- Only the server saves and loads. A save or load called on a client fails with
NotAuthority; a client saves only its own players’ profiles, as its lifecycle saves do. - On a listen server the host’s local players save and load as in a single-player game. Remote players are not saved, and their pawns are left out of saves, since the Game Mode spawns them again for each player (Save the player).
- The slot screen opens on clients but refuses Save, Load and New Game with “Only the host can save and load.” (Give players a slot screen). Save points, checkpoints and Reset Areas act on the server, where clients’ pawns trigger them (Place save points, checkpoints and reset areas).
- A dedicated server makes no lifecycle saves in this version (Save when the game closes or goes to the background).
What clients see after a load
A load sets saved values on the server. Clients see what the engine replicates of it:
| State | Clients see |
|---|---|
| Replicated properties, actors spawned again, moved or removed by the load | The loaded state, through the engine’s replication |
| Placed actors a load removes | Removed, when they replicate; one that does not replicate stays on clients, with the setup message DestroyedNotReplicated (Save actors and their components) |
| Instances (harvested foliage, instanced meshes) | The state before the load |
| Destruction (broken geometry collections) | The state before the load |
| PCG values and output | The state before the load |
| The handlers Material Parameters, Timelines, Level Sequence, Montages, Audio and StateTree | The state before the load |
| Saved Parameter Collections | The values before the load |
| Level Instance State and Run-Time Levels | The state before the load |
| Blackboards | Nothing to see: AI runs on the server |
The note about remote clients
When a remote client logs in to the server, or a load sets its values while one is connected, and a feature of the table above whose state stays on the server is on, the Message Log says once per session, with the features named: “Rolly Save: clients are connected, and Instances, … restore on the server only in this version, so clients see that state as it was before the load.” (setup message RemoteClients). Which features are on is read from Project Settings and the loaded Save Rules, not from the world’s actors. A standalone game, and a listen server without remote clients, never shows it.
What version 1.1 adds
Rolly Save 1.1, a free update, adds per-player records keyed by a player ID on listen and dedicated servers, saves at login and logout, dedicated-server autosave, restored state mirrored to clients, late joiners and streamed actors, client-held characters with a validation hook, and level tools for remote players.