Hi,
im not so good in C++ so maybe the someone here can help me on this
I want to recreate Unreals serialization behavior, and my code so far looks like
this I just simply want to write/read a complex object to file. it consists of an int, a byte array (char), and a float. 1st problem: when I do f.e. float f; out << f; it will serialize it as string, but I want the 4 bytes, so I had to write my own classes for each... that feels wrong.
2nd problem: I also have to override the >> operator, but in unreal code I only see << functions, why is that and how could I simplify my code? it feels unneeded complicated that way... has it to do wth the Ar.IsLoading() / Ar.IsSaving() property?
greetz WV