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The minimum amount of data we need to serialize to be able to reconstruct the graph as it was. Note that classes that inherit from UGraph and its elements will no doubt want to extend the graph with actual information on each node/edge/island. In that case, they should extend FSerializableGraph to contain the extra information per graph handle. Furthermore, they'll need to extend UGraph to have its own typed serialization save/load functions that call the base functions in UGraph first.
| Name | FSerializableGraph |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/GameplayGraph/Source/GameplayGraph/Public/Graph/GraphDefaultSerialization.h |
| Include Path | #include "Graph/GraphDefaultSerialization.h" |
Syntax
USTRUCT ()
struct FSerializableGraph
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Edges | TArray< FSerializedEdgeData > | Graph/GraphDefaultSerialization.h |
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| Islands | TMap< FGraphIslandHandle, FSerializedIslandData > | Graph/GraphDefaultSerialization.h |
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| Properties | FGraphProperties | Graph/GraphDefaultSerialization.h |
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| Vertices | TArray< FGraphVertexHandle > | Graph/GraphDefaultSerialization.h |
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