Original Post
I'm just curious if you could explain if it's possible to serialize the data of script object properties, and if so; how? Primitive objects are easy, and I think I figured out handles, but I'm not sure how to do non-handle members of complex types. What I want to do is make it possible to recompile scripts in my engine without losing too much state. My idea was to scan through the script objects, store their properties (make a copy of the necessary data), recompile, and then write the members that still are available back. Is this at all feasible? Maybe type ids and stuff will go all haywire so there's no way to easily map it back?