title: Serialization in Unreal vs Unity
body: <p>In <strong>Unity</strong> you have to tell the engine which are the parameters to serialize.
  Not only that, some of them are not serializable (like dictionaries, for instance), and you need to specify it very clearly and carefully.</p>
  
  <p>I'm really confused to find nearly <strong>no documentation</strong> in any book or official page about it. Not even questions in the forums. Seems like a blueprint thing only... and not really it.</p>
  
  <p>What I need to know if the state of the <strong>editor variables state are stored</strong> in the scene when you save it (serialized) and also when you enter Play Mode.</p>
  
  <p>How about <strong>creating instances of a component whose UPROPERTIES values are also set in the editor but created using Macros from other files</strong>. Those are quite dynamic. Are those stored too? 
  (I understand that the constructor is executed everytime you open the scene. I'm only interested in this case... not creating the instance via code, since you can set those values hardcoded) </p>
  
  <p>I'm running tests, but would help some information about all this. Maybe Unreal stores every single thing and that's why there's no info about it...</p>