Thanks, it seems that it is better archive to my data. But, unfortunately, I have data to survive through the network\savegame serialization. This archive just saves pointers as is. Actually I just need to bake a node template to the binary (and zip it then) and restore it next time
When you say it saves poitners as-is, do you mean that when you serialize a UOBject it’s just serializing a pointer to that object, or do you mean all the UObject* properties on the object you’re serializing just get saved as pointers and then are subsequently useless (since across different machines and save/load the memory addresses they point to no longer contain the target object)?
It serializes all non-uobject properties as it does FWriteArchive, and serializes UObject properties as pointers. Actually I found an alternative way to bake my object. At first I extract all UObjects using FArchiveObjectPropertyMapper and put them into a special array of UObjects with path placed in my asset. Then I save all other properties using FObjectWriter. To recover data when loading I have to read baked content using FObjectReader, and then patch UObject properties from the object array.