Table saving issue

Using the setup I posted above:

  • pushing the entire Pawn as List View data; because who’s going to force me to construct uObjects for this - the Tutorial Police? I don’t think so!

  • the interface sets the reference:


One note since I’ve never seen it covered in tuts (chances are I don’t watch enough); we’re not constructing objects here, we’re using a live Pawn as the list data. Normally, even if the actor went away, the list view would retain a valid object to pull data from (albeit stale). This is where the additional binding comes in - in case the underlaying Pawn gets destroyed, we get rid of it from the list view as well.

The question here is - do you want to see dead ants in the list? If you do, I suggest doing as the tutorials say - create an additional object that serves as the List View data, and only remove it when you no longer wish to see dead ants.


  • widgets constructed by the List View pull data from the Pawn’s reference set above ^^^

This updates real-time since bound functions poll every frame. You just need to put up with seeing internal struct names.


Now, my day’s ruined because you made me work with the List View :innocent: