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Thanks a lot for sharing your template for serializing variables only with the "Save game" specifier flag !
I notice that if I serialize with your method a collection (Array, Maps, etc.) of a Struct,
when loading, the variables of the struct that are NOT flagged as a "Save Game" specifier will be reset to their default value (defined in the struct), and so, unfortunately I lost the realtime value.
Do you know what happened and how to avoid that behaviour ?
The text was updated successfully, but these errors were encountered:
Unfortunately it does not fix the problem. I am starting to think it is an issue from the whole serializing in unreal.
I made a repro-project that I submit to them, still no answers :(
Click on the "Step 1 button" (in the Details panel): This assigns a random int value (between 10 and 100) to all variables on BP_MyActor
Click on the "Step 2 button": A save file is created.
Click on the "Step 3 button": The save file is loaded and the variables are restored. As you can see the values are all identical except the last one, which is the struct array: The unflagged variable value has been reset to 0.
Thanks a lot for sharing your template for serializing variables only with the "Save game" specifier flag !
I notice that if I serialize with your method a collection (Array, Maps, etc.) of a Struct,
when loading, the variables of the struct that are NOT flagged as a "Save Game" specifier will be reset to their default value (defined in the struct), and so, unfortunately I lost the realtime value.
Do you know what happened and how to avoid that behaviour ?
The text was updated successfully, but these errors were encountered: