The class I want to serialize is
class FDelayAction : public FPendingLatentAction
class ENGINE_API FPendingLatentAction
As you can see,
FPendingLatentAction does not derive from
UObject, meaning that I can't use UE4's Cast to check if it is an
FDelayAction. But in order to serialize all the
FDelayActions, i would need to iterate through
FPendingLatentActions and cast them to
dynamic_cast also wont work, because UE4 is compiled without RTTI.
I thought about somehow accessing the Node from the blueprint that made the
FPendingLatentAction and seeing if that's a
Delay, but that data only exists within the
I also considered using the
GetDescription()-method and seeing if the returned string starts with "Delay", but
GetDescription() only exists in the editor. ;)
If I can't make this work, that would mean there's no way to make
Delays work with a SaveGame-system. I could change the engine code or turn on RTTI, but I'd much rather avoid making such changes to the engine.
Anyone see a way?
Feb 17 '18 at 11:05 PM
in C++ Programming