Small helper struct to temporary hold a GC pointer for serializeNodeTree.
◆ SerializableObjectInformationWithGcPointer()
ne::Node::SerializableObjectInformationWithGcPointer::SerializableObjectInformationWithGcPointer |
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Serializable * |
pObject, |
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const std::string & |
sObjectUniqueId, |
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const std::unordered_map< std::string, std::string > & |
customAttributes = {} , |
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Serializable * |
pOriginalObject = nullptr , |
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sgc::GcPtr< Node > |
pDeserializedOriginalObject = nullptr |
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inline |
Initialized object information for serialization.
- Parameters
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pObject | Object to serialize. |
sObjectUniqueId | Object's unique ID. Don't use dots in IDs. |
customAttributes | Optional. Pairs of values to serialize with this object. |
pOriginalObject | Optional. Use if the object was previously deserialized and you now want to only serialize changed fields of this object and additionally store the path to the original file (to deserialize unchanged fields). |
pDeserializedOriginalObject | Optional. GC pointer to original object. |
◆ pDeserializedOriginalObject
sgc::GcPtr<Node> ne::Node::SerializableObjectInformationWithGcPointer::pDeserializedOriginalObject = nullptr |
GC pointer to the deserialized original object.
The documentation for this struct was generated from the following file:
- src/engine_lib/public/game/node/Node.h