# UProperty Conversion on Serialize

**URL:** <https://forums.unrealengine.com/t/uproperty-conversion-on-serialize/488753>\
**Category:** C++\
**Tags:** UProperty, serialization, conversion, unreal-engine, question\
**Created:** [September 13, 2021, 10:20pm UTC](https://forums.unrealengine.com/t/uproperty-conversion-on-serialize/488753 "2021-09-13T22:20:09Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![areddan](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@areddan](https://forums.unrealengine.com/u/areddan)\
**Post date:** [September 16, 2021, 1:39pm UTC](https://forums.unrealengine.com/t/uproperty-conversion-on-serialize/488753/2 "2021-09-16T13:39:38Z")

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I got an answer over here:

> [@UProperty Conversions?](https://forums.unrealengine.com/t/uproperty-conversions/250631):
>
> Hi all, I’m wondering if its possible to serialize a value differently to how we present it for configuration. A simple example would be configure in degrees but serialize in radians. This way I could expose a property however the designer wants, but avoid unnecessary runtime conversion. Is it possible? Any ideas otherwise? Maybe with IPropertyTypeCustomization or PostEditChangeProperty?

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