Save & Load System
You should learn how to save a custom settings option value (variable) and how to load it, How to save and load a gameplay variable (token, health, armor..)
Before testing any changes to the save system or after adding new variables, always delete the save files.
For the editor:
\YourProject\Saved\SaveGames
For a packaged game:
C:\Users\YourName\AppData\Local\YourProjectName\SaveGames
Save & Load Gameplay Variables
In this section, we’ll learn how to save and load gameplay variables. A gameplay variable refers to any variable used during gameplay (e.g., armor, health, location, time, etc.).
📁 Save A Gameplay Variable
To explain this, I’ll demonstrate how to save a variable called Armor (int) to show how the system works and how to save your own variables.

1 Create The Desired Variable Inside The Save Class
Create a copy of the variable you want to save inside the Full_Modern_Menu_Save
Save Class, and set its category to Gameplay Variables.

2 Add Your Variable To The Save Function
Inside ConfirmSaveGame_WB, there is a function called Save Game Variables To A Slot
. This function transfers data from the local variable to the one in the Save class. Use a cast to your desired Blueprint class to get your local variable, then set its value to the Save class variable using the blue reference line that points to the Save class instance.

📂 Load A Gameplay Variable
You’ve saved your variable, but how do you actually load it when the player selects Load Game where this variable was saved?
1 Load The Variable Inside The Game Component
Variables loading is handled by the component because the component is designed to work as a game mode, you alraedy added the component to your game mode so the component is already acting like a game mode, inside it there is a function called Load GameData, now we do the opposit, we need to get the variable from the save class (there is a blue line with reference to save class in the function) and then give its value to the local variable.

Save & Load Settings Variables
🧰 Settings with console variable
Console variables settings mean settings that apply using the console commands like: r.AntiAliasingMethod
or r.MaterialQualityLevel
are saved in the Engine.ini file and loaded automaticaly when game launch.
The FMM has ready blueprint functions to save your own settings console variables

Exemple to help you understand how to use these very usefull Nodes to save your new setting option.

In this picture, the section is /Script/Engine.RendererSettings
. Each key represents a console variable, such as r.AntiAliasingMethod
or r.MaterialQualityLevel
. The value assigned to each key corresponds to the value that the console variable should hold. For example, the anti-aliasing method uses an integer value, the RHI uses a string value, and sharpness uses a float value.
To Read the value of these CVars (Console Variables) to show it in the new option in menu simply use build-in Get Console Variable Value
Functions :
