Hey Bruno, thanks for the quick answer.
To be totally honest with you, Savior is being a headache to me.
At PlayerController I have this:
And the Testing Actor variable looks like this:
(As you can see, SaveGame is checked.)
That said,
- I start the game in PIE
- I hit
Space Barso myTestingActoris spawned and its instance is properly set against theTestingActorvariable. - I hit
Q, so the game gets saved (the ‘Saved :)’ Print String is being displayed properly). - I close the game.
- I open it again, still in PIE.
- I hit
Eto load it and it displays “Loaded :)” message successfully. - I hit
Oin order to see if myTestingActoris valid and it saysfalse, however, the Actor was properly spawned.
A few notes:
- My
TestingActoris implementing the[SAVIOR] ProceduralInterface. - My
TestingActorhas anSGUIDproperly set at ConstructionScript:
- I have an
SGUIDvariable properly set as of typeGUIDin myTestingActor:
- If instead of saving an Actor vs. a Float at my PlayerController, the value is successfully saved using the exact same process as described above. So this of course is something related to saving/serializing Actors.
That to say, I’ve spent all night yesterday and this whole noon today and can’t still save/load a pretty vanilla Actor. And I swear: I read all the docs, I dove into this forum thread, I tried my best to understand all the concepts… I mean, I don’t know what else I have to do to save this Actor.
And I’m sorry, I don’t know C++. Reading the Source Code is not an option because it makes no difference.
I wonder what others have done that I haven’t in order to be successful with Savior.

