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

I don’t serialize uobjects by choice, they are stored as string asset paths. If you have a component or ptr to something that is not an actual asset, UE4 will not be happy about that during load time.

I chose to not serialize uobjects to keep save file sizes as small as possible, and they are currently utterly tiny.

I will consider adding a feature to optionally save some uobjects more vigorously, but getting UE4 to like me serializing a component as you describe is going to take awhile. I suggest adapting by storing a class path (violet class ptr instead of blue object ptr), which can be serialized.

Hee hee, yeaaa sorry, but I enjoy your persistence :slight_smile: And nice Legend status you got there!