I’m trying to implement a archive based save system based on this tutorial:
http://runedegroot.com/saving-and-loading-actor-data-in-unreal-engine-4/#comments and A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums,Read%26_Write_Any_Data_to_Compressed_Binary_Files#Crashes.3F
And I’m seeing that I cannot create a generated file and give the GENERATED_BODY() or GENERATED_USTRUCT_BODY() macros to my FSaveGameArchive struct. This struct inherits from FObjectAndNameAsStringProxyArchive.
I made the file from windows explorer and once I was finished I closed the editor and vs2019, deleted the solution, deleted the binaries, and finally regenerated the vs solution. Still, I could not declare my struct a USTRUCT().
So, to reiterate my question. Are some of the engine files unable to be used in the reflection system? Thanks