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I created a new Resource inheriting from ArrayMesh through GDExtension (the new GDNative in Godot 4.0) in C++. The point is to generate a Mesh with a few integers as data and to not save the whole Mesh data.
But since it inherits from ArrayMesh, all the mesh data is saved with the resource when it is referenced in a MeshInstance, for example. Is there a way to prevent this? I don't care if I have to rewrite the whole saving routine, but I don't want any property of the parent ArrayMesh to be saved, maybe it can make the process simpler?

Godot version 4.0
in Engine by (12 points)

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