Save Game Support


Flow Graph plugs into Unreal’s SaveGame system. If you haven’t used it yet, read Saving and Loading Your Game.

You control which properties are included in SaveGame by marking C++ properties with the SaveGame specifier. Or by ticking the SaveGame checkbox in the blueprint editor.

What to look for?

Signal Modes features provide a solution for modifying Flow Graphs post-launch, once players already have SaveGames with serialized graph state.

Quick sample

You can find a quick example of integrating Flow into your SaveGame setup in the FlowGame project. Here are simple C++ classes related to this.

Note: You might need to call UFlowSubsystem::LoadRootFlow manually on your Root Flow owners if you’re loading a game while the world is already active. Flow Component automatically calls LoadRootFlow only on BeginPlay! Supporting in-game loading is up to you.

Support for graphs not instantiated from the Flow Component

It’s possible to create Root Flow for any UObject owner, like Player Controller or a subsystem. If these objects don’t include the Flow Component, supporting Save/Load logic requires a bit more work.