[SaveGame] How to handle Dynamic ActorComponents

:slight_smile:

Using a similar approach to what you mentioned, I’ve got something working pretty well. I didn’t end up sorting anything by depth, because the references were circular in our setup, rather than purely hierarchical; instead, I kept track of what was serialized already and stored simple references if it was encountered again (instead of all the data needed to store if it didn’t exist).

Thanks one last time for the help cmartel, I wasn’t going to solve that one very well by myself!