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The process of cooking would ensure that every BP derived from a C++ base using sparse class data would have its own sparse class data instance, as the serialization function would create an instance on save/load. This could potentially result in a lot of redundant instances that don't override any data from their archetype. These changes allow the API for accessing sparse class data to optionally fallback to using the archetype data when possible (controlled via the EGetSparseClassDataMethod enum), though any existing code already using GetOrCreateSparseClassData (or the UHT wrapper) will continue to always create a new instance. BPGC serialization has been updated to only save the sparse class data when it has overridden data from its archetype, and the loading code will now avoid creating the instance when no override data has been saved. This allows new code to take advantage of EGetSparseClassDataMethod by choosing to reference the archetype data instead, and the engine has also been updated to avoid calling GetOrCreateSparseClassData where possible. Anything that requires a mutable sparse class data instance should still use GetOrCreateSparseClassData (or the UHT wrapper that doesn't take EGetSparseClassDataMethod), as otherwise you may edit data belonging to your archetype (which is why GetSparseClassData returns const data). #preflight 61b28ecdc01c89f906c4d72f #rb Fred.Kimberley, Thomas.Sarkanen #ROBOMERGE-AUTHOR: jamie.dale #ROBOMERGE-SOURCE: CL 18442650 via CL 18443219 via CL 18443223 via CL 18443224 via CL 18444418 via CL 18445355 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271) [CL 18445518 by jamie dale in ue5-release-engine-test branch]