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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework > API/Runtime/Engine/GameFramework/AActor
- UObject::Serialize()
- AActor::Serialize()
- AInstancedPlacementPartitionActor::Serialize()
- AScreenshotFunctionalTest::Serialize()
- ASceneCapture::Serialize()
- AScreenshotFunctionalTestBase::Serialize()
- AScreenshotFunctionalTest::Serialize()
- ARuntimeVirtualTextureVolume::Serialize()
- APackedLevelActor::Serialize()
- AGameplayCueNotify_Actor::Serialize()
- AInstancedFoliageActor::Serialize()
- AStaticMeshActor::Serialize()
- AWaterBody::Serialize()
- ACameraActor::Serialize()
- ALevelInstance::Serialize()
- APackedLevelActor::Serialize()
- AWorldPartitionHLOD::Serialize()
- AWaterBodyIsland::Serialize()
- ADecalActor::Serialize()
- APostProcessVolume::Serialize()
- AChaosSolverActor::Serialize()
- AChaosCacheManager::Serialize()
- AUsdStageActor::Serialize()
- ALODActor::Serialize()
- ACompositingElement::Serialize()
- ARecastNavMesh::Serialize()
- AWorldSettings::Serialize()
- ALandscapeProxy::Serialize()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Actor.h |
Include | #include "GameFramework/Actor.h" |
Source | /Engine/Source/Runtime/Engine/Private/Actor.cpp |
virtual void Serialize
&40;
FArchive & Ar
&41;
Remarks
Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.