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This does not affect which missions you unlocked. If you finished a campaign mission, the next one will be and stays unlocked.
Just wondering, is there anything that makes this harder than a basic serialization / deserialization problem.
You could do that piecewise - just get save to local file working first while initially ignoring the problem of updates breaking saves. Add optional synch / cloud stuff later.
I do wonder whether it's also related to reading and reproducing deterministically precise data from Unreal-engine entities - since they were earlier trying to use Unreal-engine pathing (not surprised at all that it wasn't capable) I guess that means that, at least back then, units were part of the UE state.
For multiplayer, does the game use local deterministic calculations or is it a server/client setup? or something else?
Had to leave due to a urgent call so lost all progress in the map.