text in savegame

making a tactics game with generic characters (ie, blank slates with no storylines who can become anything) that the player can rename. Currently, the names are FTexts because UI uses that and because there isn’t an FString equivalent to FText::FromStringTable (used for randomly naming enemy generics). However, I’m not sure whether FTexts can or should be saved in the SaveGame, or if I should switch them to FStrings. Either way seems to require some unusual handling.

Hi! You can save any data you want (type is no matter). Here is an example of save/load. Use SaveGame blueprint class with text variable. Hope it helps)

Sorry, I just didn’t check this topic before answer. But anyway use this guide https://docs.unrealengine.com/en-us/Gameplay/SaveGame/Code Add FText variable to the header.