Gah! I found the value to set under “Project Settings” in order to enable this.
Another quick question…I’m assigning specific “alarms” that are placed in the level for my AI units to set off when they see the player using a variable like this:
// Alarm associated w/ this unit
UPROPERTY(Category = "AI|Alarmed", EditInstanceOnly, BlueprintReadWrite, meta = (EditCondition = "!bAssignClosestAlarm"), SaveGame)
AAlarm* AI_alarm;
Trying to save that pointer gives the following error:
RamaSave: Error: The variable ~ AI_alarm ~ found in Sentinel_Pawn_C >> This type of UObject Ptr cannot be saved/loaded directly. Save individual variable values and recreate in Actor Fully Loaded Event <3 Rama
RamaSave: Error: Rama Save System ~ Cancelling ~ Actor vars could not be saved for Sentinel_Pawn5
Am I correct in understanding there isn’t a workflow to save off pointers to actors like this? I’ve reviewed all the videos for ensuring pointers to actors that are saved/loaded remain intact, but I’m not saving/loading the alarm here. Just referencing it on another actor that’s being saved/loaded.