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Unreal Engine C++ API Reference > Runtime > Core > Serialization > FArchive
- FArchive::Seek()
- FHttpStreamFArchive::Seek()
- FMemoryArchive::Seek()
- FArchiveLoadCompressedProxy::Seek()
- FKeyBuilder::Seek()
- FArchiveFromStructuredArchiveImpl::Seek()
- FDuplicateDataReader::Seek()
- FDuplicateDataWriter::Seek()
- FBufferReaderBase::Seek()
- FBulkDataWriter::Seek()
- FArchiveSaveCompressedProxy::Seek()
- FEditorBulkDataWriter::Seek()
- FBufferWriter::Seek()
- FPreloadableArchive::Seek()
- FArchiveProxy::Seek()
- FArchiveFromStructuredArchiveImpl::Seek()
- FShaderSaveArchive::Seek()
- FMaterialResourceProxyReader::Seek()
- FLocalFileStreamFArchive::Seek()
- FLinkerSave::Seek()
- FArchiveFileReaderGeneric::Seek()
- FPreloadableArchiveProxy::Seek()
- FSerializedObjectDataReader::Seek()
- FArchiveFileWriterGeneric::Seek()
- FSerializedObjectDataWriterCommon::Seek()
- FLinkerLoad::Seek()
- FShaderSaveArchive::Seek()
- FMaterialResourceProxyReader::Seek()
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Serialization/Archive.h |
Include | #include "Serialization/Archive.h" |
virtual void Seek
&40;
int64 InPos
&41;
Remarks
Attempts to set the current offset into backing data storage, this will do nothing if there is no storage.