Working in Unreal 4.25
I’m attempting to change the type of a property from TArray in a Struct to a Struct which contains a TArray along with other relevant data.
Unfortunately, I’ve been stumped by the conversion process when loading an asset using the original TArray.
I’ve implemented SerializeFromMismatchedTag, which seems to put be me in the context I’m interested in - a reference to the new Struct and the data from the original TArray stored in an FArchive. Unfortunately, the amount and content of the data it providing doesn’t make sense to me. For what seems like an empty TArray, it’s providing 53 bytes of data, mostly 0 with a few scattered bytes > 0.
Leaning on the default serialization for TArray, it is reading the first int32 with value 0 and then stopping, since that’s all an empty TArray is expected to write. I experimented with reading the data directly, and it seems to contain something like PropertyTag data with FNames containing the name and type of of the updated property.
Are there any guides or resources for how to handle this kind of thing?
Any guidance would be appreciated!