
Let’s say you’ve created your own USTRUCT
in C++ and now you want to serialize it.
Usually, it’s enough to simply mark the desired fields with SaveGame
. But here’s the problem — in order for this to work, the fields themselves must support serialization.
Unfortunately, one of our variables doesn’t.
In my case, it’s a struct called FNonSerializableStruct
. Because of that, only the second struct gets serialized, even though we marked both with SaveGame
.