[PLUGIN] Savior

@dzarafata I took a quick look here at home, but couldn’t test properly yet.

I have included some 6 lines in C++ code that fixes this problem;
As a a side consequence of the fix, the manual unpacking call will also no longer be required to be used from ‘On Finish Respawn’ event (the plugin pretty much codes itself at this point).

So I have yet to test it more, but I will leave here this note to make sure no one end up unpacking data from respawned actors twice because of this:



Deserialized :: BP_TestSavableActorBPOnly_00000247000001FC00000269000001A9_BP_TestComponentWithText_0000026300000235000002860000022A
UNPACKED DATA for BP_TestSavableActorBPOnly_00000247000001FC00000269000001A9_BP_TestComponentWithText_0000026300000235000002860000022A :: {"Text":"WantedText"}


If you keep using the manual unpacking node, the property reflector is going to walk all properties and restore values twice.
So this will no longe be needed:

For these types of components, the setup should be something like this:

They are some weird archetype objects generated at runtime, so ‘Resolved Name’ would consider a component a different object every time you hit play, and that is not what you want in a case like this.
When tested properly, I will send updated source to Epic for review.