Coverage and compatibility
Understand the current platform scope and the boundaries of each representation.
Current target
The current 1.0.0 source revision targets Unreal Engine 5.8 and Win64. The descriptor allows Win64 for runtime, security and editor modules. Android and Linux are not enabled by this revision and require separate compatibility and build/runtime validation before they can be advertised as supported.
Choose by responsibility
| Feature | Boundary |
|---|---|
| Scientific Number | Double mantissa, int64 decimal exponent; not arbitrary precision |
| Normal component | Value ownership, notifications and configured replication; no business authorization |
| Safe values | Authenticated storage; not account security or an anti-cheat service |
| Normal and Packed SaveGame | Unreal serializes the reflected numeric fields; Packed has reduced precision/range |
| Safe persistence bridge | Four Blueprint Prepare/Restore nodes; the game provider supplies durable security and storage |
| Packed | Compact float/int32 representation with checked conversion |
| SIMD | Native batch API with hardware-dependent capability selection |
| AI | Optional editor-only adapter and separately configured client |
What has been checked
The step-by-step guide includes a local Unreal SaveGame example for Normal, Packed and Safe Prepare/Restore values. It demonstrates Unreal serialization and recreating Safe values in memory; it does not validate durable protection supplied by a game provider. Test the chosen provider, authority and recovery flow in the consuming game. Numeric graphs, components, replication, rendering, packaged builds and other platforms need validation in their actual target environments.
The former Material and Niagara adapters are not part of the current API. These checks do not certify every project, packaged Development/Shipping build, custom rendering, an arbitrary AI client, or Android/Linux. Validate each workflow in its actual consumer and target environment before release.
Validate your consumer
Build the consumer, exercise its resource and failure cases, and test Unreal SaveGame separately from the provider that protects production records. Close and reopen the full process when verifying local durability; verify integrity and authority through the actual provider. For multiplayer, use separate server/client processes. Record Unreal version, plugin revision, target, build configuration and observed output when asking for support.