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Therefore we set the ServerConnection after we are done using the NetDriver.\n+\tNetDriver->ServerConnection = NetConnection;\n+}\n+\n+TArray<Worker_ComponentData> CreateStartupActorData(USpatialActorChannel* Channel, AActor* Actor, USpatialTypebindingManager* TypebindingManager, USpatialNetDriver* NetDriver)\n+{\n+\tFClassInfo* Info = TypebindingManager->FindClassInfoByClass(Actor->GetClass());\n+\tcheck(Info);\n+\n+\tFRepChangeState InitialRepChanges = Channel->CreateInitialRepChangeState(Actor);\n+\tFHandoverChangeState InitialHandoverChanges = Channel->CreateInitialHandoverChangeState(Info);\n+\n+\t// Created just to satisfy the ComponentFactory constructor\n+\tFUnresolvedObjectsMap UnresolvedObjectsMap;\n+\tFUnresolvedObjectsMap HandoverUnresolvedObjectsMap;\n+\tComponentFactory DataFactory(UnresolvedObjectsMap, HandoverUnresolvedObjectsMap, NetDriver);\n+\n+\t// Create initial state of Actor (which is the state the Actor is in before running the level)\n+\tTArray<Worker_ComponentData> ComponentData = DataFactory.CreateComponentDatas(Actor, InitialRepChanges, InitialHandoverChanges);\n+\n+\t// Actor RPCs\n+\tfor (int RPCType = 0; RPCType < RPC_Count; RPCType++)\n+\t{\n+\t\tComponentData.Add(ComponentFactory::CreateEmptyComponentData(Info->RPCComponents[RPCType]));\n+\t}\n+\n+\t// Process Subobjects","path":"Plugins/SpatialGDK/SpatialGDKEditorToolbar/Source/SpatialGDKEditorToolbar/Private/SpatialGDKEditorGenerateSnapshot.cpp","position":78,"original_position":78,"commit_id":"ccaf55e25a26a9590a57ee8105a9fc534da12cdb","original_commit_id":"ccaf55e25a26a9590a57ee8105a9fc534da12cdb","user":{"login":"girayimprobable","id":27704794,"node_id":"MDQ6VXNlcjI3NzA0Nzk0","avatar_url":"https://avatars1.githubusercontent.com/u/27704794?v=4","gravatar_id":"","url":"https://api.github.com/users/girayimprobable","html_url":"https://github.com/girayimprobable","followers_url":"https://api.github.com/users/girayimprobable/followers","following_url":"https://api.github.com/users/girayimprobable/following{/other_user}","gists_url":"https://api.github.com/users/girayimprobable/gists{/gist_id}","starred_url":"https://api.github.com/users/girayimprobable/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/girayimprobable/subscriptions","organizations_url":"https://api.github.com/users/girayimprobable/orgs","repos_url":"https://api.github.com/users/girayimprobable/repos","events_url":"https://api.github.com/users/girayimprobable/events{/privacy}","received_events_url":"https://api.github.com/users/girayimprobable/received_events","type":"User","site_admin":false},"body":"Wherever possible, let's avoid non-helpful comments and give more color to what's going on. \"Process\" is usually a bad go-to word in this sense.","created_at":"2018-09-13T19:56:16Z","updated_at":"2018-09-13T19:56:16Z","html_url":"https://github.com/spatialos/UnrealGDK/pull/344#discussion_r217513797","pull_request_url":"https://api.github.com/repos/spatialos/UnrealGDK/pulls/344","author_association":"COLLABORATOR","_links":{"self":{"href":"https://api.github.com/repos/spatialos/UnrealGDK/pulls/comments/217513797"},"html":{"href":"https://github.com/spatialos/UnrealGDK/pull/344#discussion_r217513797"},"pull_request":{"href":"https://api.github.com/repos/spatialos/UnrealGDK/pulls/344"}}},"pull_request":{"url":"https://api.github.com/repos/spatialos/UnrealGDK/pulls/344","id":215133372,"node_id":"MDExOlB1bGxSZXF1ZXN0MjE1MTMzMzcy","html_url":"https://github.com/spatialos/UnrealGDK/pull/344","diff_url":"https://github.com/spatialos/UnrealGDK/pull/344.diff","patch_url":"https://github.com/spatialos/UnrealGDK/pull/344.patch","issue_url":"https://api.github.com/repos/spatialos/UnrealGDK/issues/344","number":344,"state":"open","locked":false,"title":"Save Startup Actors to snapshot :clap:","user":{"login":"Vatyx","id":7674163,"node_id":"MDQ6VXNlcjc2NzQxNjM=","avatar_url":"https://avatars1.githubusercontent.com/u/7674163?v=4","gravatar_id":"","url":"https://api.github.com/users/Vatyx","html_url":"https://github.com/Vatyx","followers_url":"https://api.github.com/users/Vatyx/followers","following_url":"https://api.github.com/users/Vatyx/following{/other_user}","gists_url":"https://api.github.com/users/Vatyx/gists{/gist_id}","starred_url":"https://api.github.com/users/Vatyx/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Vatyx/subscriptions","organizations_url":"https://api.github.com/users/Vatyx/orgs","repos_url":"https://api.github.com/users/Vatyx/repos","events_url":"https://api.github.com/users/Vatyx/events{/privacy}","received_events_url":"https://api.github.com/users/Vatyx/received_events","type":"User","site_admin":false},"body":"#### Description\r\nStartup actors, preplaced actors, actors placed in the level, stably named actors - are actors which are placed in the level.\r\n\r\nThis PR introduces support for saving startup actors to the snapshot so they are received from SpatialOS. Also adds a `Rotation` schema component to store the rotation of actors so they are spawned in the correct direction. Spawning of these entities happen normally. There might need to be some extra work done to make sure their static path in the `UnrealMetadata` component matches their path locally but so far there doesn't seem to be an issue with that.\r\n\r\nThe other side of fully supporting Startup Actors is deleting them from the world on startup, which is enabled by this PR: https://github.com/improbableio/UnrealEngine/pull/19\r\n\r\n**This PR will not go in until the Engine change has gone in.**\r\n\r\n#### Tests\r\nWorks in DemoGym and Cascade (I think?) in Scavengers\r\n\r\n#### Documentation\r\nDocumentation will come when we overhaul the documentation for dynamic typebindings.\r\n\r\n#### Primary reviewers\r\n@mironec @m-samiec 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