Navigation
API > API/Plugins > API/Plugins/LevelStreamingPersistence > API/Plugins/LevelStreamingPersistence/ULevelStreamingPersistenceManage-
Description
Serialize the persistent properties of all streaming levels of the current map to byte array. This can be put in a SaveGame's property to save to file.
| Name | SerializeTo |
| Type | function |
| Header File | /Engine/Plugins/Runtime/LevelStreamingPersistence/Source/LevelStreamingPersistence/Public/LevelStreamingPersistenceManager.h |
| Include Path | #include "LevelStreamingPersistenceManager.h" |
| Source | /Engine/Plugins/Runtime/LevelStreamingPersistence/Source/LevelStreamingPersistence/Private/LevelStreamingPersistenceManager.cpp |
UFUNCTION (BlueprintCallable, Category="Level Streaming Persistence")
bool SerializeTo
(
TArray < uint8 > & OutPayload,
const bool bForceUpdate
)
Parameters
| Name | Remarks |
|---|---|
| OutPayload | Byte array containing saved values for all streaming levels of the current map, and persistent level if enabled. |
| bForceUpdate | If true, will iterate all visible streaming levels to update their persistence data. Recommended for saving latest world snapshot. |