Focused reference · Unreal Engine 5.8

Checkpoints and autosaves

unreal-save-load/references/checkpoints-autosaves.md

Checkpoint contract

Define whether a checkpoint restores exact simulation, strategic progress, or a curated restart state. Exact physics/AI/projectile snapshots are expensive and often unstable; prefer authoritative semantic state plus deterministic reset rules when the design allows it.

Trigger only after an atomic gameplay milestone: encounter settled, inventory transaction committed, streaming destination ready, and no incompatible transition in progress. Freeze or snapshot through the coordinator so systems agree on one logical time.

Autosave queue

  • debounce bursts and coalesce redundant requests;
  • never run two writes whose completion order could regress the slot;
  • preserve the newest dirty generation until a successful write includes it;
  • show a saving indicator and prevent unsafe quit/slot deletion while required;
  • rate-limit storage writes and platform UI;
  • retry only classified transient failures with a bounded policy;
  • keep manual and autosave histories distinct when overwriting would surprise the player.

Save before risky transitions and periodically at safe moments. Shutdown/suspend callbacks may provide little or no time; they are a last chance, not the primary design.

For roguelike/anti-save-scum constraints, enforce design rules through commit points and authoritative state. Do not corrupt reliability or hide failed writes to manufacture permanence.