Saving Game

Ok guys Saving and Loading Your Game | Unreal Engine Documentation
As im looking through this useless text by the link im asking myself,
what is wrong with saving that developers are so afraid to give any REAL information
on how to do that?
The entry level “playerscore and playername” LOL is really a tip of the iceberg.
Where is info about referencing problems? How to save who object?
How do i solve parenting issues in unreal? Duplicates?
I just dont understand - serialization is FUNDAMENTAL for games,
and yet all developers unreal, unity take any engine,
they all ignore the fact serialization is needed (im talking about real serialization,
not that childish stuff they put up in docs), they never provide any
solution to this unreally hard and profound problem.
What is going on there? Why can’t you just make it for once?

What’s wrong with the Serialize class?

I don’t know what’s wrong with it? Maybe the fact that in tutorials about saving there is not a single word about it?
I don’t know what youre trying to say here really, the fact that somewhere exist something that can serialize, or someone
who can do that doesnt make my life a slightest better. People who wrote their serialization systems and etc will not share
with me their secrets, and doing such work from ground up is insanity.

I don’t know what you need either, why don’t you make a detailed post of what you need, where you’ve stuck etc.

How saves are implemented varies hugely across projects, so they can’t really make a ‘magic bullet’ save function that just does everything for you. You’re responsible for figuring out what data is important and how to rebuild your game state and references from the data - they just give you an easy way to save and retrieve the data you deem important. Basically that’s all there is to it - create a custom SaveGame class with all the properties you need, copy all the data you’ll need to it, and save it to a slot. Then load that object later and use the data it contains to rebuild your game state and references.

do i have to write my own id tracking or is there a built in?
is there a way to completely serialize the whole object?
like i have a root and 10 balls and i just serialize the root and get
all the balls serialized?
Or do i have to do all that manually?