Could be serialization issue, where the pointers aren’t being ‘saved’ correctly. It could also be a deserialization issue, where the TArray is initialized before the nodes exist, resultng in the entries becoming null pointers(“None”). Just some guesses.
Thanks Tulpuh. I did not fix the issue as is but I did something else that works. I also see a big speed increase in opening the asset and saving it. I think its because now I am just using structs with no pointers per node. I think it was the fact I did not put Instanced tag in UPROPERTY. By the time I found that tag I already changed how my node data is. Its going to be a bit more work to write runtime controller for graph sine I am not using pointers but I did this same method in Unity so I am confident it will work out.
Yeah we’ve run into this before as well. If you want to save an array into the level, everything in the array must be a serializable UObject with UPROPERTY() tag. (AFAIK)
Our approach was similar … to make a struct with the proper UPROPERTY() references.