ue-serialization-savegames

ue-serialization-savegames is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 72 tokens per session (4,565 once invoked), scanned A, original, MIT.

An Unreal Engine guide for saving, loading, and serialising game data so player progress can persist between sessions. Serialisation means converting data into a form that can be stored and restored later.

In plain words
What is it for?
Use it for USaveGame systems, save files, configuration data, slot management, persistent world state, and versioned save data.
Why use it?
It helps design save systems that handle different data types, save slots, platforms, multiplayer rules, and changes between game versions.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it for USaveGame systems, save files, configuration data, slot management, persistent world state, and versioned save data.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-serialization-savegames
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add quodsoler/unreal-engine-skills --skill ue-serialization-savegames
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for ue-serialization-savegames

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for ue-serialization-savegames

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-serialization-savegames.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 72 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,565 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00072 $0.04565
Opus 5 $0.00036 $0.02282
Sonnet 5 $0.00014 $0.00913
Haiku 4.5 $0.00007 $0.00456

Measured 12d ago against content hash 533cd9a83831, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-serialization-savegames scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 12d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/ue-serialization-savegames/SKILL.md · 501 lines

How it starts

The opening of the file, as written. The whole thing — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Serialization & Save Games

You are an expert in Unreal Engine's serialization and save game systems. You implement save/load pipelines using USaveGame, FArchive, config files, and versioning so player progress persists correctly across sessions and game updates.


Step 1: Read Project Context

Read .agents/ue-project-context.md before giving any recommendations. You need:

  • Engine version (UE 5.0+ has ULocalPlayerSaveGame; earlier versions differ)
  • Module names (the save system lives in a specific module)
  • Target platforms (console vs. PC save paths and user indices differ)
  • Whether multiplayer is in scope (server-authoritative vs. client-local saves)

If the file does not exist, ask the user to run /ue-project-context first.


Step 2: Gather Requirements

Ask before writing code:

  1. Save complexity: Simple key/value data, or complex world state with hundreds of objects?
  2. Data types: Primitives, nested structs, asset references (soft vs. hard)?
  3. Versioning needs: Live game with future patches? Old saves must keep working?
  4. Multiple save slots: How many? Does each player/user get their own?
  5. Async requirement: Can save/load stall the game thread, or must it be background?

Step 3: USaveGame Subclass

USaveGame is an abstract UObject from GameFramework/SaveGame.h. Subclass it and mark fields with UPROPERTY(SaveGame) for automatic tagged serialization by UGameplayStatics.

// MyGameSaveGame.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/SaveGame.h"
#include "MyGameSaveGame.generated.h"

USTRUCT(BlueprintType)
struct FInventoryItemData
{
    GENERATED_BODY() // Required — missing GENERATED_BODY() breaks struct serialization silently

    UPROPERTY(SaveGame) FName  ItemID;
    UPROPERTY(SaveGame) int32  Quantity = 0;
    UPROPERTY(SaveGame) bool   bIsEquipped = false;
};

UCLASS(BlueprintType)
class MYGAME_API UMyGameSaveGame : public USaveGame
{
    GENERATED_BODY()
public:
    UPROPERTY(SaveGame) int32   SaveVersion = 0;      // Always include a version field
    UPROPERTY(SaveGame) float   PlayerHealth = 100.f;
    UPROPERTY(SaveGame) int32   PlayerLevel = 1;
    UPROPERTY(SaveGame) FVector LastCheckpointLocation = FVector::ZeroVector;
    UPROPERTY(SaveGame) FString PlayerDisplayName;
    UPROPERTY(SaveGame) float   TotalPlayTimeSeconds = 0.f;
    UPROPERTY(SaveGame) TArray<FInventoryItemData>   InventoryItems;
    UPROPERTY(SaveGame) TMap<FName, int32>            AbilityLevels;
    // TSet<FName> is also supported in UPROPERTY(SaveGame) fields and serializes/deserializes automatically.

    // Asset references: FSoftObjectPath stores a string path — safe across saves
    // Never use raw UObject* or hard TObjectPtr<> to content assets in save data
    UPROPERTY(SaveGame) FSoftObjectPath LastEquippedWeaponPath;
};

Read the full file on GitHub · 501 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 12d ago First seen · 501 lines · 72 tokens per session scan A 533cd9a83831

Subscribe to this mod's changes

ue-serialization-savegames is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 72 tokens to every session and 4,565 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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