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Implements a proxy archive that serializes UObjects as Trace Ids with FObjectTrace This requires that a trace is active and the Object trace channel is enabled. This archive only supports writing, and not reading, since this archive needs to work in game runtime code, and ids can only be resolved into objects using editor code dependencies. To read data serialized by this archive, use FObjectAsTraceIdProxyArchiveReader from the GameplayInsights extension
Expected use is: FArchive* SomeAr = CreateAnAr(); ObjectAsTraceIdProxyArchive Ar(*SomeAr); SomeObject->Serialize(Ar); FinalizeAr(SomeAr);
| Name | FObjectAsTraceIdProxyArchive |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/ObjectAsTraceIdProxyArchive.h |
| Include Path | #include "ObjectAsTraceIdProxyArchive.h" |
Syntax
struct FObjectAsTraceIdProxyArchive : public FNameAsStringProxyArchive
Inheritance Hierarchy
- FArchiveState → FArchive → FArchiveProxy → FNameAsStringProxyArchive → FObjectAsTraceIdProxyArchive
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectAsTraceIdProxyArchive
(
FArchive& InInnerArchive |
Creates and initializes a new instance. | ObjectAsTraceIdProxyArchive.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FObjectAsTraceIdProxyArchive() |
ObjectAsTraceIdProxyArchive.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Write
(
const UObject* Object |
Serialize the given UObject* as a Traced Object Id | ObjectAsTraceIdProxyArchive.h |