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API > API/Plugins > API/Plugins/LevelSnapshots > API/Plugins/LevelSnapshots/Data > API/Plugins/LevelSnapshots/Data/FWorldSnapshotData
Syntax
UPROPERTY&40;&41;
TArray< FSoftObjectPath > SerializedObjectReferences
Remarks
Whenever an object needs to serialize an object reference, we keep the object path here and serialize an index to this array.
External references, e.g. UDataAssets or UMaterials, are easily handled. Example: UStaticMesh /Game/Australia/StaticMeshes/MegaScans/Nature_Rock_vbhtdixga/vbhtdixga_LOD0.vbhtdixga_LOD0
Internal references, e.g. to subobjects and to other actors in the world, are a bit tricky. For internal references, we need to do some translation: Example original: UStaticMeshActor::StaticMeshComponent /Game/MapName.MapName:PersistentLevel.StaticMeshActor_42.StaticMeshComponent Example translated: UStaticMeshActor::StaticMeshComponent /Engine/Transient.World_21:PersistentLevel.StaticMeshActor_42.StaticMeshComponent