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| static TypeName | GetTargetType () |
| | Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!
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| static EDeserializeFailHandling | GetDeserializeFailHandling () |
| | Optinally override this if a failure in deserialization logic requires the entity/scripted state to be deleted as it would not be useable at all.
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| void | Setup () |
| | Do any inital configuration of the serializer once it is linked to the system.
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◆ GetDeserializeFailHandling()
Optinally override this if a failure in deserialization logic requires the entity/scripted state to be deleted as it would not be useable at all.
Implemented in TimeAndWeatherManagerEntitySerializer.
◆ GetSystem()
Get persistence system the serializer is linked to.
◆ GetTargetType()
| static TypeName PersistenceSerializerBase.GetTargetType |
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Delcare the type this serializer can handle so it can automatically find matching data instances. MUST be implemented!
Implemented in AIControlComponentSerializer, AIFormationComponentSerializer, BuildableEntitySerializer, FactionAffiliationComponentSerializer, MusicManagerSerializer, SCR_AdditionalGameModeSettingsComponentSerializer, SCR_AICombatComponentSerializer, SCR_AIGroupSerializer, SCR_AIGroupUtilityComponentSerializer, SCR_AIWaypointArtillerySupportSerializer, SCR_AmbientPatrolSpawnPointComponentSerializer, SCR_AmbientVehicleSpawnPointComponentSerializer, SCR_ArsenalComponentSerializer, SCR_ArsenalManagerComponentSerializer, SCR_BaseTriggerComponentSerializer, SCR_CallsignBaseComponentSerializer, SCR_CampaignBuildingCompositionComponentSerializer, SCR_CampaignBuildingProviderComponentSerializer, SCR_CampaignMilitaryBaseComponentSerializer, SCR_CampaignMobileAssemblyComponentSerializer, SCR_CharacterCameraHandlerComponentSerializer, SCR_CharacterQuickBarSerializer, SCR_EditableEntityComponentSerializer, SCR_EditableEntityCoreSerializer, SCR_EditorLinkComponentSerializer, SCR_EffectsModuleComponentSerializer, SCR_FactionManagerSerializer, SCR_FastTravelComponentSerializer, SCR_FuelManagerComponentSerializer, SCR_GadgetManagerComponentSerializer, SCR_GameMasterMetaDataSerializer, SCR_GameModeCampaignSerializer, SCR_GameModeHealthSettingsSerializer, SCR_MineWeaponComponentSerializer, SCR_NightModeGameModeComponentSerializer, SCR_NotificationSenderComponentSerializer, SCR_PerceivedFactionManagerComponentSerializer, SCR_PlayerControllerSerializer, SCR_PlayerFactionAffiliationComponentSerializer, SCR_PlayerLoadoutComponentSerializer, SCR_PlayerSpawnPointManagerComponentSerializer, SCR_PlayerSupplyAllocationComponentSerializer, SCR_PlayerXPHandlerComponentSerializer, SCR_ResourceComponentSerializer, SCR_RespawnSystemComponentSerializer, SCR_RestrictedDeployableSpawnPointComponentSerializer, SCR_ScenarioFrameworkSystemSerializer, SCR_ScenarioFrameworkTriggerEntitySerializer, SCR_TaskSystemSerializer, SCR_TutorialGamemodeComponentSerializer, SCR_VoiceoverSystemSerializer, SCR_WeaponAttachmentsStorageComponentSerializer, and TimeAndWeatherManagerEntitySerializer.
◆ Setup()
| void PersistenceSerializerBase.Setup |
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Do any inital configuration of the serializer once it is linked to the system.
The documentation for this interface was generated from the following file:
- Game/generated/Systems/Persistence/Serializers/PersistenceSerializerBase.c