I have an object that can be edited in a dialog window, and the user can then choose to confirm or cancel all the edits. So, I thought to create a copy of the edited object, show the standard property editor panel for the copy, then if the “ok” button is clicked copy all properties back to the original object. I can of course just copy them one by one, but then i need to update this copy every time i change the object.
But, unless you’re talking about copying just values, as soon you close the Editor such object would reset to CDO instance, losing copied properties since new variables won’t be integrated to the base cpp (Archetype) class.
I’m still learning UE4 C++, but I think this one I did correctly, so it persists.
I have an object UBundle with an array of sub-objects UItem, which in turn has one AActror sub-object.
Each UBundle instance has its own .uasset file.
So, when I edit an UItem, I then call its Modify() method and the parent UBundle is marked as dirty in editor, then when I close the editor it will ask to save it.
I think this is correct, no?