Contents
This documentation is a usage guide. The C++ classes are not detailed as code reference material; they are mentioned when they serve as a parent or need to be called in Blueprint. The system is developed in C++, but its primary use is through Blueprints.
The plugin has its own Content folder, organized as follows:

| Folder | Contents |
|---|---|
Config | Runtime configuration asset DA_ADS_SaveSystemConfig. |
Demo | Complete example of system integration. |
Demo/Input | Actions and mapping context used by the demo. |
Demo/Logic | Example project logic BP_SaveLogic_Demo. |
Demo/Manny | Manny-character resources used by the demo. |
Demo/Map | Demo maps, GameModes, and assets for navigating between maps. |
Demo/Menu | Demo menus, widgets, interfaces, and slot elements. |
Demo/SaveGameObject | Example save objects SGO_BaseDemo and SGO_ProfileDemo. |
The plugin’s main elements are:
- ADS Save System Config: settings asset used at runtime.
- ADS Save System: subsystem to retrieve from the Game Instance in Blueprints.
- ADS Save Game Object: parent class of custom save objects.
- ADS Project Save Behavior: optional parent class for project events and version conversion.
- Demo: example integration, menus, and test maps.