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

Hey, Rama! Great plugin here :slight_smile: I’ve got a quick question. I’m having trouble getting the SaveGame tag to work properly with this system. As an example, here’s a value I’m trying to save on my pawn:


// Specifies what state this AI unit should default to when behavior tree has no clear demand
UPROPERTY(Category = "AI", EditAnywhere, BlueprintReadOnly, SaveGame)
EAIState defaultState;

That doesn’t seem to do anything. If I add this variable to the OwningActorVarsToSave array, it saves/loads just fine. Are my expectations off about how to use this SaveGame tag?