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API > API/Plugins > API/Plugins/DisplayCluster > API/Plugins/DisplayCluster/UDisplayClusterSceneComponentSyn-
Description
Serialize / deserialize method
Like the common UE serialization approach, this one is used for both serialization and deserialization. To avoid any method ambiguity issues with UObject::Serialize, this one has the 'DC' postfix. For example, UObject subobjects that also inherit from IDisplayClusterSerializable, can safely go like this:
virtual void SomeUObject::Serialize(FArchive& Ar) override { // Serialization implementation }
virtual void SomeUObject::SerializeDC(FArchive& Ar) override { Serialize(Ar); }
Or vice versa, call 'SerializeDC' from 'Serialize'.
Virtual Inheritance
- IDisplayClusterSerializable::SerializeDC → UDisplayClusterSceneComponentSync::SerializeDC
| Name | SerializeDC |
| Type | function |
| Header File | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Public/Components/DisplayClusterSceneComponentSync.h |
| Include Path | #include "Components/DisplayClusterSceneComponentSync.h" |
| Source | /Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Private/Game/EngineClasses/Scene/DisplayClusterSceneComponentSync.cpp |
virtual void SerializeDC
(
FArchive & Ar
)