Data serializer plugin v1.0.2
DataSerializer
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Structure for handling serialization headers in any project. More...
#include <DataSerializerLib.h>
Public Member Functions | |
FSerializationHeader () | |
Default constructor for FSerializationHeader. | |
FSerializationHeader (TSubclassOf< UObject > ObjectType) | |
Constructor with specified object type. | |
void | Empty () |
Resets the header to its default state. | |
void | Read (FMemoryReader &MemoryReader) |
Reads header data from a memory reader. | |
void | Write (FMemoryWriter &MemoryWriter) |
Writes header data to a memory writer. | |
Public Attributes | |
FString | GameClassName |
The class name of the game object being serialized. | |
Structure for handling serialization headers in any project.
This structure is used to manage the metadata required for serializing and deserializing objects, including information about the type of the object being serialized.
FSerializationHeader::FSerializationHeader | ( | ) |
Default constructor for FSerializationHeader.
Initializes an instance of the FSerializationHeader with default values.
FSerializationHeader::FSerializationHeader | ( | TSubclassOf< UObject > | ObjectType | ) |
Constructor with specified object type.
ObjectType | The class type of the object to be serialized. This constructor sets the GameClassName based on the provided object type. |
void FSerializationHeader::Empty | ( | ) |
Resets the header to its default state.
This method clears the GameClassName and any other stateful data in the FSerializationHeader, preparing it for reuse or ensuring it is in a known clean state.
void FSerializationHeader::Read | ( | FMemoryReader & | MemoryReader | ) |
Reads header data from a memory reader.
MemoryReader | The memory reader from which the header data will be read. This method populates the FSerializationHeader's members based on the data read from the provided MemoryReader. |
void FSerializationHeader::Write | ( | FMemoryWriter & | MemoryWriter | ) |
Writes header data to a memory writer.
MemoryWriter | The memory writer to which the header data will be written. This method serializes the FSerializationHeader's members and writes them to the provided MemoryWriter. |
FString FSerializationHeader::GameClassName |
The class name of the game object being serialized.
This string holds the class name of the UObject being serialized, which can be used to identify or reconstruct the object type during deserialization.