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Knowledge base
Why: Your save logic targets the SaveGame class '{cls}', but that asset is gone. The save call would fail at runtime.
Fix: Find your existing SaveGame subclass in Content Browser (search for 'SaveGame'). If still there but renamed: update the Cast To node + Class pin. If gone: create a new SaveGame Blueprint (Right-click → Blueprint Class → SaveGame parent), copy your fields back, and re-point save/load calls at it.