I am currently working on a save system for my game, but I have hit a wall. I iterate through all actors implementing “ISaveable” in my level. I then call a save function to gather all the information needed to reconstruct the actor when loading the game. However, I am not able to save and then load the class of the actor, because saving pointers for later uses would be pointless. Is there a way to get a pointer to a UClass by name or by path, so that I can store enough information to be able to spawn an actor from disk? Or do I have to create a static TMap mapping names to the static classes of all my actors?