I am in need of saving some data in my save file. The data is basically - string key, uint8 enum, bool flag for whether or not this item has been discovered.
Since I need to keep my save game memory footpring as low as possible since it autosaves really often, I need to do some magic to make this as small as possible. One idea I’ve had was to make a TMultiMap<FString, uint8>, casting the uint8 to my enum at runtime, and using a second uint8 at the same key as a flag instead of the bool.
An alternative is using a TMap<FString, FSomeStruct> where FSomeStruct has my enum and my bool. My concern here is the overhead of using a struct. Is there any / much?
Secondly, as far as the FString is concerned… this particular key comes from a FStringAssetReference. Since it’s a path rather than an actual string, can I somehow get it in the form of an FName?
Thanks in advance!