Serialization in blueprints

@TextusGames how have you dealt with object pointers. What if your objects has a UPROPERTY that is a pointer to another object/actor in your map? Or even a TArray of AActor or similar? Curious to know how you deal with that.

In your process, have you experienced any weird crashes before getting it to work? I’m trying to use the FObjectAndNameAsStringProxyArchive methodology like you as well, and although it works for an incredibly simple demo project (that I built for practicing), using it in a professional game project, it just doesn’t work; throws up obscure crash errors about memory access violations and similar.