I am trying to figure out a way to pass large amounts of information between C# and Unrealscript. One of the things I am trying to investigate, is if C# can serialize a class for UnrealScript to later read in.
Serializing in C# is not so bad:
InfoToSerialize myInfo = new InfoToSerialize();
myInfo.i = 1;
myInfo.j = 2;
myInfo.str = "hello";
IFormatter formatter = new BinaryFormatter();
Stream stream = new FileStream("MyFile", FileMode.Create, FileAccess.Write, FileShare.None);
formatter.Serialize(stream, myInfo);
stream.Close();
This little snippet of code successfully produces a binary file called MyFile, which looks quite serialized. if you open it in a notepad application, most of the data there is composed of unreadable symbols and icons.
My question: Is it then possible to have UnrealScript gain access to this file and de-serialize it? My research on this topic so far makes it seem like it is not possible, but perhaps somewhere here has had some experience in this area. I know that UnrealScript has its own save and load functionality, but I am not sure if that will aid me in this task. Any information is greatly appreciated!