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Serializing Delays into a SaveGame and restarting them with the same TimeRemaining when loading

The class I want to serialize is

 class FDelayAction : public FPendingLatentAction
 {
 public:
     float TimeRemaining;
     FName ExecutionFunction;
     int32 OutputLink;
     FWeakObjectPtr CallbackTarget;
 //etc

FPendingLatentAction is

 class ENGINE_API FPendingLatentAction
 {
 public:
 //etc

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 FDelayAction. 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 FDelayAction.

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?

Product Version: UE 4.18
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asked Feb 17 '18 at 11:05 PM in C++ Programming

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Dividual
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