My scenario is simple. I have items, which can be customized. Each base item type is separate blueprint. Each item have array of Item Upgrades (UObject based blueprints), which can modify item in various ways.
Now I store items as UClass (in player inventory). And spawn the when needed.
But now lets say player will add item upgrades to default item. When player does it, I'd like to save new item as UClass (Blueprint?), for further use, to spawn new item when needed.
Short version:
1. Player Pick item -> Item is spawned -> Player add upgrades to item -> I want to save item with upgrades as new UClass, I don't want to serialize spawned item to disk, only save it "blueprint"/
Now I store items as UClass (in player inventory). And spawn the when needed.
But now lets say player will add item upgrades to default item. When player does it, I'd like to save new item as UClass (Blueprint?), for further use, to spawn new item when needed.
Short version:
1. Player Pick item -> Item is spawned -> Player add upgrades to item -> I want to save item with upgrades as new UClass, I don't want to serialize spawned item to disk, only save it "blueprint"/
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