Common Serialization (Saving) Pitfalls

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Re: Common Serialization (Saving) Pitfalls

Post by minmay » Sat Sep 24, 2016 8:07 pm

Yes. It would be quite difficult to use ScriptComponent usefully if functions could not be saved and loaded.
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Re: Common Serialization (Saving) Pitfalls

Post by AndakRainor » Sat Sep 24, 2016 8:15 pm

Makes sens. I feared it could be somehow excluded from saved games and reloaded directly from the dat file (without overwriting other variables from the script... I have strange ideas sometimes).

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