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Unreal Engine C++ API Reference > Editor > BlueprintGraph > UK2Node_EditablePinBase
- UObject::Serialize()
- UEdGraphNode::Serialize()
- UK2Node::Serialize()
- UK2Node_EditablePinBase::Serialize()
- UK2Node_GameplayCueEvent::Serialize()
- UK2Node_InputVectorAxisEvent::Serialize()
- UK2Node_FunctionTerminator::Serialize()
- UK2Node_FunctionEntry::Serialize()
- UK2Node_ActorBoundEvent::Serialize()
- UK2Node_InputAxisEvent::Serialize()
- UK2Node_MathExpression::Serialize()
- UK2Node_InputAxisKeyEvent::Serialize()
- UK2Node_InputVectorAxisEvent::Serialize()
- UK2Node_ComponentBoundEvent::Serialize()
- UDEPRECATED_K2Node_CastPatchToType::Serialize()
- UK2Node_CustomEvent::Serialize()
- UK2Node_FunctionEntry::Serialize()
- UK2Node_MacroInstance::Serialize()
- UK2Node_Event::Serialize()
- UK2Node_GameplayCueEvent::Serialize()
- UK2Node_InputVectorAxisEvent::Serialize()
- UK2Node_ActorBoundEvent::Serialize()
- UK2Node_InputAxisEvent::Serialize()
- UK2Node_InputAxisKeyEvent::Serialize()
- UK2Node_InputVectorAxisEvent::Serialize()
- UK2Node_ComponentBoundEvent::Serialize()
- UK2Node_CustomEvent::Serialize()
References
Module | BlueprintGraph |
Header | /Engine/Source/Editor/BlueprintGraph/Classes/K2Node_EditablePinBase.h |
Include | #include "K2Node_EditablePinBase.h" |
Source | /Engine/Source/Editor/BlueprintGraph/Private/K2Node_EditablePinBase.cpp |
virtual void Serialize
&40;
FArchive & Ar
&41;
Remarks
Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.