Keeping pawns saved in memory

Okay, well there is about one billion answers and examples anybody could give to demonstrate something like that. None of them are going to be easy to understand for a beginner because there is a lot of foundational knowledge you have to know first.

Of course it is boring to go and study object oriented design or inheritance and all that stuff, so what I’d recommend is first doing a few project based tutorials that might show anything even remotely related to a similar idea.

Any game with an inventory, or an RTS game, or a survival game, or a shooter game with multiple characters - anything like that is going to cover a lot of the foundational principles you’ll need.

If I could give a quick easy answer I would, but there just isn’t one.

The problem is that you can store reference to a pawn, or any actor. That’s easy, just do like I showed above. But if you destroy the actor, then it’s data is gone. So you need to have a whole system that is managing the relationship between actors and data - the details are going to be project dependent, but no examples anybody could show you will make much sense if you don’t have some solid foundational knowledge about how unreal works and the basics of object orient design.

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