I have a UProperty in struct which is a TArray<UCoverInfo*> where UCoverInfo is inherited from UObject:
UPROPERTY(Instanced, EditInstanceOnly, BlueprintReadWrite, Category = "CoverPoints")
TArray<UCoverInfo*> HalfBodyCoverPoints;
I found that when I save map and then reload it, all elements of this array lost their data and get the default values (for i.e. FVector::ZeroVector for FVector fields). And I need to generate this points again. And I will lost everything after the next map reload.
So, how to correctly save and load this UPROPERTY? I need an example of serialization functions for save and load at C++.
new
they could be garbage collected by Unreal, and if they are referenced in another container then that will not be reflected in your save/load. \$\endgroup\$