UE5.6/UE5.7 save/load and multiplayer replication workflow for gameplay systems. Use when requests involve SaveGame schema design, serialization, restore pipelines, RepNotify handling, RPC entry points, and server-authoritative validation.
USaveGameUGameplayStatics::CreateSaveGameObject(...)UGameplayStatics::SaveGameToSlot(...), LoadGameFromSlot(...)UGameplayStatics::AsyncSaveGameToSlot(...), AsyncLoadGameFromSlot(...)GetLifetimeReplicatedProps(...)DOREPLIFETIME(...)ReplicatedUsing=OnRep_*UFUNCTION(Server/Client/NetMulticast, ...)OnRep_* behavior on clientsDOREPLIFETIME(...).OnRep_* for client-side reconstruction/UI refresh, not authority writes.OnRep_* spam causes frame spikes.
ReplicatedUsing when client-side side effects are required.