5.7 KiB
5.7 KiB
SaveGame
- 功能描述: 在SaveGame存档的时候,只序列化有SaveGame标记的属性,而不序列化别的属性。
- 元数据类型: bool
- 引擎模块: Serialization
- 常用程度: ★★★★★
在SaveGame存档的时候,只序列化有SaveGame标记的属性,而不序列化别的属性。
特别的标识哪些属性是用于存档保存的。
对于子结构或子对象属性,也必须要加上SaveGame标记。
NoExportTypes.h里的很多基础结构内部属性都被标上了SaveGame。
测试代码:
struct FMySaveGameArchive : public FObjectAndNameAsStringProxyArchive
{
FMySaveGameArchive (FArchive& InInnerArchive)
: FObjectAndNameAsStringProxyArchive(InInnerArchive)
{
ArIsSaveGame = true;
}
};
USTRUCT(BlueprintType)
struct FMySaveGameStruct
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
FString MyString_Default;
UPROPERTY(EditAnywhere, BlueprintReadWrite,SaveGame)
FString MyString_SaveGame;
};
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API UMyProperty_SaveGame :public USaveGame
{
public:
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyInt_Default = 123;
//PropertyFlags: CPF_Edit | CPF_BlueprintVisible | CPF_ZeroConstructor | CPF_SaveGame | CPF_IsPlainOldData | CPF_NoDestructor | CPF_HasGetValueTypeHash | CPF_NativeAccessSpecifierPublic
UPROPERTY(EditAnywhere, BlueprintReadWrite, SaveGame)
int32 MyInt_SaveGame = 123;
UPROPERTY(EditAnywhere, BlueprintReadWrite,SaveGame)
FMySaveGameStruct MyStruct;
};
UMyProperty_SaveGame* UMyProperty_SaveGame_Test::LoadGameFromMemory(const TArray<uint8>& InSaveData)
{
FMemoryReader MemoryReader(InSaveData, true);
FObjectAndNameAsStringProxyArchive Ar(MemoryReader, true);
Ar.ArIsSaveGame = true;//必须手动加上这个标记
UMyProperty_SaveGame* OutSaveGameObject = NewObject<UMyProperty_SaveGame>(GetTransientPackage(), UMyProperty_SaveGame::StaticClass());
OutSaveGameObject->Serialize(Ar);
return OutSaveGameObject;
}
bool UMyProperty_SaveGame_Test::SaveGameToMemory(UMyProperty_SaveGame* SaveGameObject, TArray<uint8>& OutSaveData)
{
FMemoryWriter MemoryWriter(OutSaveData, true);
// Then save the object state, replacing object refs and names with strings
FObjectAndNameAsStringProxyArchive Ar(MemoryWriter, false);
Ar.ArIsSaveGame = true;//必须手动加上这个标记
SaveGameObject->Serialize(Ar);
return true; // Not sure if there's a failure case here.
}
void UMyProperty_SaveGame_Test::RunTest()
{
UMyProperty_SaveGame* saveGame = Cast<UMyProperty_SaveGame>(UGameplayStatics::CreateSaveGameObject(UMyProperty_SaveGame::StaticClass()));
saveGame->MyInt_Default = 456;
saveGame->MyInt_SaveGame = 456;
saveGame->MyStruct.MyString_Default = TEXT("Hello");
saveGame->MyStruct.MyString_SaveGame = TEXT("Hello");
TArray<uint8> outBytes;
UMyProperty_SaveGame_Test::SaveGameToMemory(saveGame, outBytes);
UMyProperty_SaveGame* saveGame2 = UMyProperty_SaveGame_Test::LoadGameFromMemory(outBytes);
}
测试结果,只有SaveGame标记的属性这个值才序列化进去。
等价于在蓝图的细节面板里表示:
原理:
只在ArIsSaveGame的时候检测这个标记,意味着这个标记只在检测USaveGame的对象的子对象结构属性的时候才用。但是ArIsSaveGame需要自己手动设置为true,否则默认这个机制是不工作的。实现的一种方式是自己手动加上一句Ar.ArIsSaveGame = true;,或者自己自定义一个FMySaveGameArchive来进行序列化。
在源码里发现UEnhancedInputUserSettings也是继承于USaveGame,采用存档的方式保存的。
bool FProperty::ShouldSerializeValue(FArchive& Ar) const
{
// Skip the property if the archive says we should
if (Ar.ShouldSkipProperty(this))
{
return false;
}
// Skip non-SaveGame properties if we're saving game state
if (!(PropertyFlags & CPF_SaveGame) && Ar.IsSaveGame())
{
return false;
}
const uint64 SkipFlags = CPF_Transient | CPF_DuplicateTransient | CPF_NonPIEDuplicateTransient | CPF_NonTransactional | CPF_Deprecated | CPF_DevelopmentAssets | CPF_SkipSerialization;
if (!(PropertyFlags & SkipFlags))
{
return true;
}
// Skip properties marked Transient when persisting an object, unless we're saving an archetype
if ((PropertyFlags & CPF_Transient) && Ar.IsPersistent() && !Ar.IsSerializingDefaults())
{
return false;
}
// Skip properties marked DuplicateTransient when duplicating
if ((PropertyFlags & CPF_DuplicateTransient) && (Ar.GetPortFlags() & PPF_Duplicate))
{
return false;
}
// Skip properties marked NonPIEDuplicateTransient when duplicating, but not when we're duplicating for PIE
if ((PropertyFlags & CPF_NonPIEDuplicateTransient) && !(Ar.GetPortFlags() & PPF_DuplicateForPIE) && (Ar.GetPortFlags() & PPF_Duplicate))
{
return false;
}
// Skip properties marked NonTransactional when transacting
if ((PropertyFlags & CPF_NonTransactional) && Ar.IsTransacting())
{
return false;
}
// Skip deprecated properties when saving or transacting, unless the archive has explicitly requested them
if ((PropertyFlags & CPF_Deprecated) && !Ar.HasAllPortFlags(PPF_UseDeprecatedProperties) && (Ar.IsSaving() || Ar.IsTransacting() || Ar.WantBinaryPropertySerialization()))
{
return false;
}
// Skip properties marked SkipSerialization, unless the archive is forcing them
if ((PropertyFlags & CPF_SkipSerialization) && (Ar.WantBinaryPropertySerialization() || !Ar.HasAllPortFlags(PPF_ForceTaggedSerialization)))
{
return false;
}
// Skip editor-only properties when the archive is rejecting them
if (IsEditorOnlyProperty() && Ar.IsFilterEditorOnly())
{
return false;
}
// Otherwise serialize!
return true;
}