What am I missing about SaveGame?

First: Thanks for the answer!
Second: WTH!?
Third: You’d think they would have mentioned that in the documentation …

The source says this:


bool UGameplayStatics::SaveGameToMemory(USaveGame* SaveGameObject, TArray<uint8>& OutSaveData )
{
if (SaveGameObject)
{
FMemoryWriter MemoryWriter(OutSaveData, true);

FSaveGameHeader SaveHeader(SaveGameObject->GetClass());
SaveHeader.Write(MemoryWriter);

// Then save the object state, replacing object refs and names with strings
FObjectAndNameAsStringProxyArchive Ar(MemoryWriter, false);
SaveGameObject->Serialize(Ar);

return true; // Not sure if there's a failure case here.
}

return false;
}

I imagine what’s going on is that it saves a reference to whatever the object name is at save time, and that object doesn’t exist at load time, and thus the load doesn’t find a reference to restore. If that’s the case, I’m going to have to figure out how to make this work for real with inline object references.