Binary Compressed Save System, Save Entire Dynamically Generated Worlds! ♥ Rama

Hi @Rama,

We’ve been using this plugin for a while, and it’s been working great!

Today we upgraded to UE4.21 and tried to use the new **ARamaSaveEngine::**LoadProcessFinished(const FString& FileName) by creating a child of ARamaSaveEngine as a blueprint and setting the appropriate field in the URamaSaveSystemSettings configuration, however this seems to cause a “circular dependency” between the Plugin and the Game Module when loading the project, causing it to crash at startup, or cause other modules to fail loading (usually other plugins).

No amount of tweaking of the Additional Dependencies and Loading Phase of both the Project and the Plugin was able to resolve this, so we’re currently unable to use the feature (custom Rama Save Engine Classes) at all.

I would have liked to offer up a solution, but this seems to me a pretty fundamental problem?