Focused reference · Unreal Engine 5.8
World and actor state
Use an interface/component/registry to gather and apply records; do not enumerate every actor and dump arbitrary properties.
For each savable actor record:
PersistentInstanceId
DefinitionOrClassId when runtime-spawned
OwningMapOrPartitionId
Transform only if design permits movement
small explicit gameplay state struct
record schema/version when independently migrated
Apply order
- Load/map travel and wait for the intended world readiness boundary.
- Apply global progression and subsystem registries.
- Spawn saved runtime actors not already present.
- Match placed actors by stable ID; apply state or tombstone.
- Resolve cross-record references by stable ID after all participants exist.
- Apply player pawn/inventory/checkpoint state and re-enable input/gameplay.
Do not use Actor label, array order, transient object name, pointer, or World Partition runtime cell as durable identity. A streamed-out actor is not destroyed progress; retain its record independently of current cell residency.
Define behavior for removed definitions/maps, duplicate IDs, actor class replacement, invalid transforms, blocked spawn points, and a record whose owning content is not installed. Quarantine/skipping with a clear player-facing status is safer than an unchecked spawn or null dereference.