Cool, looking forward to it! Also we periodically get crashes when saving our game. Here is the stack trace:
FName::ToString(FString &) UnrealNames.cpp:2218
FName::ToString() UnrealNames.cpp:2209
FNameAsStringProxyArchive::operator<<(FName &) Archive.cpp:615
FStructuredArchiveSlot::operator<<(FName &) StructuredArchive.cpp:500
TProperty_WithEqualityAndSerializer<FName,FProperty>::SerializeItem(FStructuredArchiveSlot,void *,const void *) UnrealType.h:1192
FMapProperty::SerializeItem(FStructuredArchiveSlot,void *,const void *) PropertyMap.cpp:491
FPropertyTag::SerializeTaggedProperty(FStructuredArchiveSlot,FProperty *,unsigned char *,unsigned char *) PropertyTag.cpp:241
UStruct::SerializeVersionedTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,const UObject *) Class.cpp:1586
UStruct::SerializeTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,const UObject *) Class.cpp:1285
UScriptStruct::SerializeItem(FStructuredArchiveSlot,void *,const void *) Class.cpp:2775
FStructProperty::SerializeItem(FStructuredArchiveSlot,void *,const void *) PropertyStruct.cpp:152
FMapProperty::SerializeItem(FStructuredArchiveSlot,void *,const void *) PropertyMap.cpp:472
FPropertyTag::SerializeTaggedProperty(FStructuredArchiveSlot,FProperty *,unsigned char *,unsigned char *) PropertyTag.cpp:241
UStruct::SerializeVersionedTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,const UObject *) Class.cpp:1586
UStruct::SerializeTaggedProperties(FStructuredArchiveSlot,unsigned char *,UStruct *,unsigned char *,const UObject *) Class.cpp:1285
UObject::SerializeScriptProperties(FStructuredArchiveSlot) Obj.cpp:1467
UObject::Serialize(FStructuredArchiveRecord) Obj.cpp:1383
UObject::Serialize(FArchive &) Obj.cpp:1272
UGameplayStatics::SaveGameToMemory(USaveGame *,TArray<unsigned char,TSizedDefaultAllocator<32> > &) GameplayStatics.cpp:2093
UGameplayStatics::SaveGameToSlot(USaveGame *,const FString &,const int) GameplayStatics.cpp:2143
USavior3::WriteSlotToFile(const int,ESaviorResult &) Savior3.cpp:219
OnFinishSerializeGameWorld(USavior3 *,ESaviorResult) Savior3.h:1419
[Inlined] Invoke(void (*const &)(USavior3 *, ESaviorResult),USavior3 *const &,const ESaviorResult &) Invoke.h:51
[Inlined] UE4Tuple_Private::TTupleBase<TIntegerSequence<unsigned int,0,1>,USavior3 *,enum ESaviorResult>::ApplyAfter(void (*const &)(USavior3 *, ESaviorResult)) Tuple.h:306
TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,USavior3 *,enum ESaviorResult>::ExecuteIfSafe() DelegateInstancesImpl.h:729
[Inlined] TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() DelegateSignatureImpl.inl:599
[Inlined] FSimpleDelegateGraphTask::DoTask(Type,const TRefCountPtr<FGraphEvent> &) TaskGraphInterfaces.h:1215
TGraphTask<FSimpleDelegateGraphTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,Type) TaskGraphInterfaces.h:886
[Inlined] FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,Type) TaskGraphInterfaces.h:524
FNamedTaskThread::ProcessTasksNamedThread(int,bool) TaskGraph.cpp:710
FNamedTaskThread::ProcessTasksUntilQuit(int) TaskGraph.cpp:601
[Inlined] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(Type) TaskGraph.cpp:1480
FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32> > > &,Type) TaskGraph.cpp:1531
FTickTaskSequencer::ReleaseTickGroup(ETickingGroup,bool) TickTaskManager.cpp:563
FTickTaskManager::RunTickGroup(ETickingGroup,bool) TickTaskManager.cpp:1584
UWorld::RunTickGroup(ETickingGroup,bool) LevelTick.cpp:784
UWorld::Tick(ELevelTick,float) LevelTick.cpp:1522
UEditorEngine::Tick(float,bool) EditorEngine.cpp:1732
UUnrealEdEngine::Tick(float,bool) UnrealEdEngine.cpp:423
FEngineLoop::Tick() LaunchEngineLoop.cpp:4916
[Inlined] EngineTick() Launch.cpp:62
GuardedMain(const wchar_t *) Launch.cpp:180
LaunchWindowsStartup(HINSTANCE__ *,HINSTANCE__ *,char *,int,const wchar_t *) LaunchWindows.cpp:262
WinMain(HINSTANCE__ *,HINSTANCE__ *,char *,int) LaunchWindows.cpp:320
[Inlined] invoke_main() 0x00007ff700347e8a
__scrt_common_main_seh() 0x00007ff700347e69
<unknown> 0x00007ffddc957034
<unknown> 0x00007ffdddea2651