I’m reading through serialization, saving and loading, etc, and while I get the idea for the most part one thing I don’t quite get is the proper way to handle the following scenario:
- You had some actors placed via editor on the map.
- You start the game and some of those actors move, and then you also destroy some of the actors
- You save the game.
Now - on the next load, when you call openlevel, it will load the map and all the actors and positions that were originally placed in the editor. So at this time what is the proper way of reconciling changes between your save data and what’s originally stored in the map by level editor. I assume for actors that changed their position or state, etc, you can simply get that from the archive and serialize over the ones that were automatically loaded by the map, using name matching or something like that. But what about those that were destroyed ? Do you just destroy them immediately after the map loads ? Or is there a better way (maybe an event somewhere in load cycle of the map like ShouldLoadActor - so it never gets loaded from the original map data ? )