Save game and level persistence plugin for Unreal Engine 5. Actors opt in through a marker interface and properties through the engine's existing SaveGame flag, and SPUD then saves and restores them, including references between objects, spawned actors and destroyed level actors. Streamed levels keep their state as they unload and reload, without an explicit save. MIT licensed, so it can ship inside a closed commercial game.
At a glance
Licence
MIT
Commercial use
commercial OK
Credit
Not required
Status
active: License spot-checked at the source; the entry carries dated evidence.
Two jobs in one: whole-game save/load, and per-level state retention across level streaming, which is the part that is tedious to write by hand
Usable from C++ or Blueprints, per the README; transform, controller rotation and physics state are saved automatically
Install by cloning the repository (git submodule) or unzipping it into YourProject/Plugins/SPUD; it builds from source, so the project needs C++ enabled
A separate SPUD Examples repository shows usage; the main repository carries the documentation
Engine support: the README says "Unreal Engine 5" without naming minor versions, and the .uplugin has no EngineVersion key, so no ue_versions is recorded
Companion to SUDS and SUQS by the same author, both of which can store their state through SPUD
MIT is compatible with the Unreal Engine EULA, which forbids combining engine code with copyleft licences such as GPL, LGPL and CC-BY-SA; keep the copyright notice in your third-party credits
Maintenance: GitHub API (2026-10-13) reports the repository not archived, last push 2026-08-24