Im learning to use the UE4 savegame system, I had success saving/loading simple variables. Then I tried to save a whole blueprint instance, this blue print has only a static mesh component that is set to a specific mesh by the user at runtime. I made an array of this blueprints and tried to save the array, when loading this the array has as many elements as when it was saved… only they seem to be empty, I guess this is so because the original elements were stored as references and after loading a new map and they were lost (obviously), am I right?
If Im right then how this could be done? should i store the name of the mesh (set by the user not always is the same, and its transform could be adjusted by user too)?
I know storing the name of the mesh would work as it’s only a string but how you load an asset only with it’s name? (and I have dozens of them I just cannot make a switch kind of selector in blueprint).
I know assets have an id too, how can i get it? can it be put in a gamesave as a variable (I guess so)?
Thanks for any help!
n1: I did search before post but the only info I found was related to saving/storing simple variables
n2: all of this topic relates to runtime actions not editor ones (i know how to import and save assets there
n3: i tried to do this with gameinstance too but the result was exactly the same