#include "lscene_saver.h" #include "scene/main/node.h" #include "scene/resources/packed_scene.h" #include "core/io/resource_saver.h" void LSceneSaver::SetOwnerRecursive(Node * pNode, Node * pOwner) { pNode->set_owner(pOwner); for (int n=0; nget_child_count(); n++) { SetOwnerRecursive(pNode->get_child(n), pOwner); } } bool LSceneSaver::SaveScene(Node * pNode, String szFilename) { // godot needs owner to be set on nodes that are to be saved as part of a packed scene SetOwnerRecursive(pNode, pNode); //PackedScene ps; // reference should self delete on exiting func .. check! Ref ps = memnew(PackedScene); //Ref ref_ps = &ps; ps->pack(pNode); ResourceSaver rs; rs.save(szFilename, ps); return true; }