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function 'FArchive &operator <<(FArchive &,AMainCharacter *&)' already has a body

I have followed this tutorial from Rama:

https://wiki.unrealengine.com/Save_System,_Read_%26_Write_Any_Data_to_Compressed_Binary_Files

I want to override the operator << in a class (MainCharacter) to store a public Int32 value that AMainCharacter has, called TestIntValue;

With trial and error, I got it working, but I don't know what did I change that it doesn't work any more.

My code is simple:

MyPlayerController.cpp

  ....
     void AMyPlayerController::SaveLoadData(FArchive& Ar, int32& SaveDataInt32, FVector& SaveDataVector, AMainCharacter*& MainCharacter)
     {
         Ar << SaveDataInt32;
         Ar << SaveDataVector;
         Ar << MainCharacter;
     }
     ...

SaveLoadLib.h Full code:

 #pragma once
         
 #include "Object.h"
 #include "Characters/MainCharacter.h"
     
     
 FORCEINLINE FArchive& operator<<(FArchive& Ar, AMainCharacter*& MC) 
 {
     Ar << MC->TestIntValue;
     return Ar;
 }
     

MyProject.h

 #include "Engine.h"
 #include "SaveLoadLib.h"
 #include "Kismet/GameplayStatics.h"

It doesn't compile. The error is:

**1>c:\unreal projects\MyProject\source\myproject\SaveLoadLib.h(8): error C2084: function 'FArchive &operator <<(FArchive &,AMainCharacter &)' already has a body*

1> c:\unreal projects\MyProject\source\myproject\Characters/MainCharacter.h(15): note: see previous definition of '<<'

I am more interested in understanding how this works than just getting it working or having a walkaround. I think I undestand the following points:

  1. Unreal uses the operator << to read and write.

  2. The order is important, so loading and saving must be executed in the same order.

  3. FORCEINLINE is a requirement for operator overloads if you want to be able to easily define them in a way that the UE4 compiler will like even when you have code split across multiple .cpp chunks (from Rama's tutorial)

I want to serialize and save to disk some of the Actors and Structs that are in the Level.

Should I instead implement a function in the actors that I'm interested to save like:

 //Class that Implements Interface MySaveLoad 
 
 void MyObject::SaveLoad(FArchive& Ar)
 {
     Super:SaveLoad(Ar);
     Ar << Int32Value;
     Ar << AnotherPrimitiveValue;
     ChildObject->SaveLoad(Ar);//this might lead to circular dependencies
 
 }

Is there a better/more standardize way to do this? Is there any Design Patterns/Best Practice that I can follow? What happens with the private members of Unreal Class (Like AActor) that I'm extending from?

Please Help!!

Cheers,

Bullyproof

Product Version: UE 4.10
Tags:
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asked Nov 16 '15 at 03:20 AM in C++ Programming

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Bionic Ape
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1 answer: sort voted first

Just in case anybody is interested, this is how I solved it:

 UCLASS()
 class TEST_API ASaveActor : public AActor
 {
     GENERATED_BODY()
 
 public:
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Test)
     int32 TestIntValue = 12;
 
     friend FArchive& operator<<(FArchive& Ar, ASaveActor& SObj)
     {
         Ar << SObj.TestIntValue;    
     }
 }
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answered Nov 18 '15 at 03:55 AM

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Bionic Ape
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