#include "Interfaces/ISaveable.h" #include "Serialization/MemoryReader.h" #include "Serialization/MemoryWriter.h" USaveable::USaveable(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { } FSaveDataRecord ISaveable::SaveToRecord() { //need to figure out how I can get a reference to the owning actor //NewRecord.ActorClass = GetOwner()->GetClass(); //NewRecord.ActorTransform = GetActorTransform(); //NewRecord.ActorName = GetName(); //store any properties which have CPF_SaveGame checked and store that in a binary data array //FMemoryWriter Writer = FMemoryWriter(NewRecord.Data); //Writer.ArIsSaveGame = true; //Serialize(Writer); return FSaveDataRecord(); } void ISaveable::LoadFromRecord(FSaveDataRecord Record) { } void ISaveable::RelinkPointers(TMap ObjectDB, TArray OIDList) { } bool ISaveable::IsTransient() const { return false; }