UPrimitiveComponent::Serialize

Handles reading, writing, and reference collecting using [FArchive](API\Runtime\Core\Serialization\FArchive).

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Windows

macOS

Linux

Override Hierarchy

UObject::Serialize()

UActorComponent::Serialize()

USceneComponent::Serialize()

UPrimitiveComponent::Serialize()

UDisplayClusterScreenComponent::Serialize()

UZoneShapeComponent::Serialize()

UWaterSplineComponent::Serialize()

PAPER2UPaperSpriteComponent::Serialize()

UCapsuleComponent::Serialize()

UDestructibleComponent::Serialize()

UMotionControllerComponent::Serialize()

PAPER2UPaperTerrainComponent::Serialize()

UWidgetComponent::Serialize()

ULandscapeMeshCollisionComponent::Serialize()

PAPER2UPaperTileMapComponent::Serialize()

UModelComponent::Serialize()

USplineMeshComponent::Serialize()

PAPER2UPaperFlipbookComponent::Serialize()

UHierarchicalInstancedStaticMeshComponent::Serialize()

ULandscapeSplinesComponent::Serialize()

ULandscapeHeightfieldCollisionComponent::Serialize()

ULandscapeMeshCollisionComponent::Serialize()

USplineComponent::Serialize()

UWaterSplineComponent::Serialize()

UInstancedStaticMeshComponent::Serialize()

UHierarchicalInstancedStaticMeshComponent::Serialize()

UWaterBodyComponent::Serialize()

UStaticMeshComponent::Serialize()

UDisplayClusterScreenComponent::Serialize()

USplineMeshComponent::Serialize()

UHierarchicalInstancedStaticMeshComponent::Serialize()

UInstancedStaticMeshComponent::Serialize()

UHierarchicalInstancedStaticMeshComponent::Serialize()

ULandscapeComponent::Serialize()

USkinnedMeshComponent::Serialize()

UDestructibleComponent::Serialize()

USkeletalMeshComponent::Serialize()

UParticleSystemComponent::Serialize()

USkeletalMeshComponent::Serialize()

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Components/PrimitiveComponent.h

Include

#include "Components/PrimitiveComponent.h"

Source

/Engine/Source/Runtime/Engine/Private/Components/PrimitiveComponent.cpp

Syntax

virtual void Serialize
(
    FArchive & Ar
)

Remarks

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.