SaveGame ignores properties set to class defaults

Hi , thanks for the reply.

A bit of background for the save method I am using: I’m using the SaveGame object serialized with an FObjectAndNameAsStringProxyArchive with “ArIsSaveGame = true” (C++).

The problem is when a property of an actor is changed in the editor by a level designer (not PIE), and later that value is changed back to the (class) default value through code [eg. character’s mood default value is ‘neutral’, the designer sets it to ‘sad’ through the details panel, and during the game the character stops being sad and set to ‘neutral’ again ← the property is ignored during save when default, so on load it will be the ‘sad’ state, set by the designer].

I’ve tracked it to UObject’s SerializeScriptProperties method which seems to purposefully ignore properties set to class defaults, but this means it will not save or restore the proper state if the actor instance’s property is set it to anything but it’s default value.