USaveGame and serializing the minimum necessary info
Got a couple questions on serialization and USaveGame
Say I have an AItem (AActor subclass) which has:
Now I want to persist this object between game sessions, including its gameplay state.
Should I create an AItem property in my USaveGame and it will automatically serialize both the 'State' and 'Asset' properties?
Should I create an intermediate UObject, say UItem, which holds the 'State' and 'Asset' properties, have the AItem in turn have a property of this type (instead of it having the 2 properties) and in the USaveGame, create a property of type UItem instead of AItem?
Q2 In either case, for instance for the 'Asset', should I manually do something so the path to the asset is saved as opossed to the UItemAsset itself? (i.e. make a string property instead in USaveGame with the path to the asset)
asked Jul 30 '17 at 10:12 PM in C++ Programming
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