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

Manged to find a (gross) work around for now. If there’s a better way to do this, would love to hear it!


void APFCharacter::OnPreSave(URamaSaveComponent* SaveComponent)
{
    if (AI_alarm != nullptr)
        AI_alarmName = AI_alarm->GetFName();
}

void APFCharacter::OnFullyLoaded(URamaSaveComponent* SaveComponent, FString LevelPackageName)
{
    if (AI_alarmName != NAME_None)
    {
        for (TActorIterator<AAlarm> ActorItr(GetWorld()); ActorItr; ++ActorItr)
        {
            if (AI_alarmName == ActorItr->GetFName())
                AI_alarm = *ActorItr;
        }
    }
}