Bug in save load system.

Hey. I’m not sure I understood the question. That’s what I’m doing:

  1. Create new class. Create new var int (Name Par) in class with property specifiers (EditAnywhere, BlueprintReadWrite, SaveGame)

  2. Creaate class constructor with Par = 5;

  3. In editor property set Par = 0;

  4. In game set Par = 5;

  5. Save game;

  6. Load game. After load Par = 0 (must be 5);

Save game

  1. Create achive for save

      FMemoryWriter MemoryWriter(ObjectData, true);
      FObjectAndNameAsStringProxyArchive Ar(MemoryWriter, false);
    
      Ar.ArIsSaveGame = true; //Set achive is savegame
    
  2. Serializ my class instance:

    Object->Serialize(Ar);

Load game:

  1. Create achive for load

      FMemoryReader MemoryReader(ObjectData, true);
      FObjectAndNameAsStringProxyArchive Ar(MemoryReader, false);
    
      Ar.ArIsSaveGame = true; //Set achive is savegame
    
  2. Serializ my class instance:

    Object->Serialize(Ar);

ObjectData this TArray witch I from file.

TArray<uint8> ObjectData;

But my Exampel project dont help you?