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Unreal Engine C++ API Reference > Runtime > Core > Serialization > FArchiveState
- FArchiveState::Tell()
- FHttpStreamFArchive::Tell()
- FMemoryArchive::Tell()
- FArchiveLoadCompressedProxy::Tell()
- FArchiveFromStructuredArchiveImpl::Tell()
- FBufferReaderBase::Tell()
- FBulkDataWriter::Tell()
- FDuplicateDataReader::Tell()
- FArchiveSaveCompressedProxy::Tell()
- FDuplicateDataWriter::Tell()
- FBufferWriter::Tell()
- FEditorBulkDataWriter::Tell()
- FPreloadableArchive::Tell()
- FStorageServerResponse::Tell()
- FArchiveProxy::Tell()
- FArchiveFromStructuredArchiveImpl::Tell()
- FMaterialResourceProxyReader::Tell()
- FLocalFileStreamFArchive::Tell()
- FLinkerSave::Tell()
- FArchiveFileReaderGeneric::Tell()
- FPreloadableArchiveProxy::Tell()
- FSerializedObjectDataReader::Tell()
- FArchiveFileWriterGeneric::Tell()
- FSerializedObjectDataWriterCommon::Tell()
- FLinkerLoad::Tell()
- FMaterialResourceProxyReader::Tell()
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/Serialization/Archive.h |
Include | #include "Serialization/Archive.h" |
virtual int64 Tell&40;&41;
Remarks
Returns the current location within the backing data storage, which can possibly be passed to Seek later to restore a read/write location. If this returns -1, there is no backing data storage and Seek will not function.