When performing actor serialization, defaults are ignored. From the following code snippet, I would expect custom variables on an actor marked with the save game macro to be serialized, but they are not. Has anyone else experienced this? It feels like a bug after diving into the variables in Archive.h
// Some actor was prepared beforehand
FMemoryWriter MemoryWrite(ActorSaveData.ByteData);
FObjectAndNameAsStringProxyArchive Ar(MemoryWrite, true);
Ar.ArIsSaveGame = 1; // Ensure only save game variables are serialized.
// This should now serialize defaults, like bSomebool = false.
Ar.ArSerializingDefaults = 1;
// Ar.StartSerializingDefaults(); // I could also call this.
Actor->Serialize(Ar);
I have to interpret this variable wrong from the archive writer. Is this variable even used internally?