# What is the best way to handle Saving/Loading an Array of Objects?

**URL:** <https://forums.unrealengine.com/t/what-is-the-best-way-to-handle-saving-loading-an-array-of-objects/281775>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [April 27, 2014, 3:23am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-handle-saving-loading-an-array-of-objects/281775 "2014-04-27T03:23:29Z")\
**Posts on this page:** 1\
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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [April 28, 2014, 3:38am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-handle-saving-loading-an-array-of-objects/281775/4 "2014-04-28T03:38:54Z")

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I have an entire in-game editor where I load and save characters, destructible meshes, static mesh actors, materials, material instances, and much more!

The process is pretty simple

1. Saving: save the core data that you need that is unique to that actor / object
2. Loading: load a fresh instance of the actor / object, and then reapply the core data you saved to hard disk.

For procedural mesh

save the triangle data to hard disk, and also the transform and material path

when loading, load a newly spawned procedural mesh with no data, then load in the triangle data from hard disk

it’s not hard 🙂

I’ve already set the whole thing up for my own use of procedural meshes, **thanks for doing all that research on this topic!**

#Dynamic Load Object

to load materials you can use my wiki on the subject

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Rama

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