Is there a way to save a reference to an actor on a level and use it in editor utility widget? Let’s say I have my save
UCLASS()
class AUTOHLODER_API UTestSave : public USaveGame
{
GENERATED_BODY()
public:
UPROPERTY(VisibleAnywhere, Category = Basic)
AStaticMeshActor* SavedActor;
};
I save it like this:
UTestSave* Save = Cast<UTestSave>(UGameplayStatics::CreateSaveGameObject(UTestSave::StaticClass()));
Save->SavedActor = ActorToSave;
UGameplayStatics::SaveGameToSlot(Save, FString("TestSlot"), 0);
And load like this:
auto Load = Cast<UTestSave>(UGameplayStatics::LoadGameFromSlot(FString("TestSlot"), 0));
auto Test = Load->SavedActor->GetName();
if I run the load in editor utility widget while i play in editor everything is fine but when I run the EUW on its own I get EXCEPTION_ACCESS_VIOLATION