This is a large change to the way actors are saved so please follow each step carefully and make a backup of your project before following this guide.

Carefully copy the videos below in the BP_SaveSystem.

Note – do not save or change anything in the StandardMacros blueprint, this is a UE4 built in blueprint, just copy the nodes shown in the video above and paste them into the new Macro in the BP_SaveSystem.

Once you finish following the videos the macro should look like this. I’ve highlighted the nodes added to the nodes we copy and pasted from the default ForEachLoop node.

Next go to the BP_SaveSystem and copy the video below.

Now create a new interface blueprint by following the video below.

Next go to the BP_StaticMasterItem and copy the video below.

Next go to the BP_SkeletalMasterItem and copy the video below.

Next go to the BP_MasterBuildPart and copy the video below.

Next go to the BP_MasterResource and copy the video below.

Next go to the BP_MasterItemSpawner and copy the video below.

Next go to the BP_MasterInventory and copy the video below.

Next go to the BP_SaveSystem and copy the video below.

Next go to the BP_SaveSystem event graph and create a new custom event called CallSaveEvents and add a new input called SaveSlot then set its type to string.

Add the highlighted nodes shown in the image below, location at the top of the image. Dont forget to set the input values on the ForEachLoopWithDelay nodes!

Part one
Part two

Next copy the video below in the BP_SaveSystem inside the Save Game function.

Add the highlighted nodes shown in the image below, location at the top of the image.