# \#serialization

**URL:** https://forums.unrealengine.com/tag/serialization/3220.md

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## [Changing a default subobject name in C++ class leads to UActorComponent being marked as PendingKill immediately after being instantiated when loading from .uasset, and is eventually reset to NULL by GC](https://forums.unrealengine.com/t/changing-a-default-subobject-name-in-c-class-leads-to-uactorcomponent-being-marked-as-pendingkill-immediately-after-being-instantiated-when-loading-from-uasset-and-is-eventually-reset-to-null-by-gc/480745)

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**Author:** [@RocknRolla](https://forums.unrealengine.com/u/RocknRolla)\
**Replies:** 9\
**Last updated:** [August 19, 2026, 10:09am UTC](https://forums.unrealengine.com/t/changing-a-default-subobject-name-in-c-class-leads-to-uactorcomponent-being-marked-as-pendingkill-immediately-after-being-instantiated-when-loading-from-uasset-and-is-eventually-reset-to-null-by-gc/480745 "2026-08-19T10:09:29Z")

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Short Description So, I’ve been investigating this bug for quite some time. I have also found several posts on UE forums on this issue. It affects several engine versions – I have personally reproduced it on 4.25.4 and 4…

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## [GYBSaveLoadSystem — Plug & Play Save System for UE5 \[FAB\] ](https://forums.unrealengine.com/t/gybsaveloadsystem-plug-play-save-system-for-ue5-fab/2730887)

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**Author:** [@GetYourBasics](https://forums.unrealengine.com/u/GetYourBasics)\
**Replies:** 0\
**Last updated:** [June 23, 2026, 6:56pm UTC](https://forums.unrealengine.com/t/gybsaveloadsystem-plug-play-save-system-for-ue5-fab/2730887 "2026-06-23T18:56:57Z")

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Hi everyone, I’ve just published GYBSaveLoadSystem on FAB — a Blueprint-friendly save and load plugin for Unreal Engine 5 that’s designed to be as simple as possible to integrate. The entire setup is three steps: Add…

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## [Copy Paste Bug on Arrays](https://forums.unrealengine.com/t/copy-paste-bug-on-arrays/2708203)

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**Author:** [@Abrizzer](https://forums.unrealengine.com/u/Abrizzer)\
**Replies:** 1\
**Last updated:** [March 30, 2026, 2:21am UTC](https://forums.unrealengine.com/t/copy-paste-bug-on-arrays/2708203 "2026-03-30T02:21:03Z")

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Summary When copying a value from an array to another one, the values get linked, making this not usable because it creates a behavior where you could delete data from the other one without knowing. Please select what y…

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## [Bug when duplicating a Verse device containing an array of device references](https://forums.unrealengine.com/t/bug-when-duplicating-a-verse-device-containing-an-array-of-device-references/2659054)

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**Author:** [@jbarnoin](https://forums.unrealengine.com/u/jbarnoin)\
**Replies:** 6\
**Last updated:** [October 14, 2025, 5:23pm UTC](https://forums.unrealengine.com/t/bug-when-duplicating-a-verse-device-containing-an-array-of-device-references/2659054 "2025-10-14T17:23:54Z")

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Summary When a Verse device that contains an array of device references is duplicated, the resulting copy does not reference the devices correctly. It seems to result in hybrid references that refer to the correct trans…

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## [How can I iterate through saved objects in an FStructuredArchive?](https://forums.unrealengine.com/t/how-can-i-iterate-through-saved-objects-in-an-fstructuredarchive/1770386)

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**Author:** [@MittzyZea](https://forums.unrealengine.com/u/MittzyZea)\
**Replies:** 1\
**Last updated:** [September 24, 2025, 3:28am UTC](https://forums.unrealengine.com/t/how-can-i-iterate-through-saved-objects-in-an-fstructuredarchive/1770386 "2025-09-24T03:28:47Z")

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I’m trying to learn how FStructuredArchives work. I think I get saving, but reading is confusing me. I have a FRecord called “SavedObjects” which contains a bunch of other FRecords, representing individual objects I hav…

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## [Adding minimal emitter to Virtualized Niagara system asset can crash editor](https://forums.unrealengine.com/t/adding-minimal-emitter-to-virtualized-niagara-system-asset-can-crash-editor/2647984)

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**Author:** [@HadockAndChips](https://forums.unrealengine.com/u/HadockAndChips)\
**Replies:** 2\
**Last updated:** [September 1, 2025, 7:32am UTC](https://forums.unrealengine.com/t/adding-minimal-emitter-to-virtualized-niagara-system-asset-can-crash-editor/2647984 "2025-09-01T07:32:18Z")

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If your project has asset virtualization setup, adding minimal emitter to a virtualized Niagara system asset with an emitter that has black image texture as thumbnail can make the editor crash. I confirmed that th…

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## [How can i Connect HMI and ECU to unreal engine, Fetch inputs from it ](https://forums.unrealengine.com/t/how-can-i-connect-hmi-and-ecu-to-unreal-engine-fetch-inputs-from-it/2458137)

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**Author:** [@Gokulakannan](https://forums.unrealengine.com/u/Gokulakannan)\
**Replies:** 0\
**Last updated:** [April 15, 2025, 1:42pm UTC](https://forums.unrealengine.com/t/how-can-i-connect-hmi-and-ecu-to-unreal-engine-fetch-inputs-from-it/2458137 "2025-04-15T13:42:24Z")

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I’ve been trying to get Input from Machine HMI Which is using CAN Protocols and Some other Hardware inputs like ECU’s How can i fetch into the unreal engine and use it as Input. Also being tried on Serial COM Plugin for …

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## ["Convert struct to JSON String" reverse operation](https://forums.unrealengine.com/t/convert-struct-to-json-string-reverse-operation/2441518)

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**Author:** [@HellFireHE](https://forums.unrealengine.com/u/HellFireHE)\
**Replies:** 2\
**Last updated:** [April 6, 2025, 12:28am UTC](https://forums.unrealengine.com/t/convert-struct-to-json-string-reverse-operation/2441518 "2025-04-06T00:28:17Z")

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Hello I would like to write content of structure to JSON string, and then read it back. I tried plugin “JSON Blueprint utilities” While “Convert struct to JSON String” prepares nice JSON string, how to read it back in…

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## [Issues with Saving Texture with UEditorLoadingAndSavingUtils::SavePackages ](https://forums.unrealengine.com/t/issues-with-saving-texture-with-ueditorloadingandsavingutils-savepackages/2413691)

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**Author:** [@lichmark](https://forums.unrealengine.com/u/lichmark)\
**Replies:** 0\
**Last updated:** [March 24, 2025, 1:08pm UTC](https://forums.unrealengine.com/t/issues-with-saving-texture-with-ueditorloadingandsavingutils-savepackages/2413691 "2025-03-24T13:08:45Z")

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I have an usual issue where I try to serialize a texture, it supposedly successfully writes to disk but when reloading the asset it the old version shows up. I’m working on a tool in editor (5.4.4) that requires working…

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## [Magical Garbage Collection gets invalid Array from ArrayPool and crashes](https://forums.unrealengine.com/t/magical-garbage-collection-gets-invalid-array-from-arraypool-and-crashes/379371)

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**Author:** [@OgoxHammerschild](https://forums.unrealengine.com/u/OgoxHammerschild)\
**Replies:** 4\
**Last updated:** [March 18, 2025, 5:56am UTC](https://forums.unrealengine.com/t/magical-garbage-collection-gets-invalid-array-from-arraypool-and-crashes/379371 "2025-03-18T05:56:37Z")

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Hi, Unreal is hitting a break point at FastReferenceCollector.h:290 but there is no error message and I dont know where to fix stuff. This is the snippet where it happens: else if (ReferenceInfo.Type == GCRT\_ArrayObjec…

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## [How to add serialized data to engine class in a compatible way? ](https://forums.unrealengine.com/t/how-to-add-serialized-data-to-engine-class-in-a-compatible-way/2349146)

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**Author:** [@Filippo.Banno](https://forums.unrealengine.com/u/Filippo.Banno)\
**Replies:** 0\
**Last updated:** [February 21, 2025, 6:57pm UTC](https://forums.unrealengine.com/t/how-to-add-serialized-data-to-engine-class-in-a-compatible-way/2349146 "2025-02-21T18:57:42Z")

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I have added custom data values to UPrimitiveComponent that I’d like to serialize, but that (for reasons long to explain) I cannot add to the class as UPROPERTY fields. I have tried to serialize them by customizing the U…

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## [Serialization Bug](https://forums.unrealengine.com/t/serialization-bug/2223547)

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**Author:** [@Abrizzer](https://forums.unrealengine.com/u/Abrizzer)\
**Replies:** 3\
**Last updated:** [February 18, 2025, 5:09pm UTC](https://forums.unrealengine.com/t/serialization-bug/2223547 "2025-02-18T17:09:44Z")

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Summary when using a custom device class to hold and editable of a common class that references another custom device this references can be “set” in the editor but when testing in a session is defaulted as if it was set…

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## [5.5 Serialize resetting inherited BP class's variables](https://forums.unrealengine.com/t/5-5-serialize-resetting-inherited-bp-classs-variables/2317638)

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**Author:** [@jimsnomis](https://forums.unrealengine.com/u/jimsnomis)\
**Replies:** 0\
**Last updated:** [February 4, 2025, 5:15pm UTC](https://forums.unrealengine.com/t/5-5-serialize-resetting-inherited-bp-classs-variables/2317638 "2025-02-04T17:15:23Z")

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This is an issue with 5.5. The saving/archiving has been optimized to default to delta saving, such that when a savegame variable is at its default, it isn’t serialized in the archive. There’s a bug in that during load,…

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## [Choose clients receiving updates from Custom Struct Serialization Networking](https://forums.unrealengine.com/t/choose-clients-receiving-updates-from-custom-struct-serialization-networking/2140301)

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**Author:** [@Supermatta321](https://forums.unrealengine.com/u/Supermatta321)\
**Replies:** 0\
**Last updated:** [November 21, 2024, 9:25am UTC](https://forums.unrealengine.com/t/choose-clients-receiving-updates-from-custom-struct-serialization-networking/2140301 "2024-11-21T09:25:01Z")

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How do i choose which clients the server are sending the updates from Custom Struct Serialization Networking to?

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## [FArchive(ing) a UTexture2D](https://forums.unrealengine.com/t/farchive-ing-a-utexture2d/470688)

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**Author:** [@woookie2na2](https://forums.unrealengine.com/u/woookie2na2)\
**Replies:** 9\
**Last updated:** [August 2, 2024, 3:13pm UTC](https://forums.unrealengine.com/t/farchive-ing-a-utexture2d/470688 "2024-08-02T15:13:47Z")

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Hi, I’ve hit a wall while trying to write a custom NetSerialize method. What I’m basically doing is serializing some primitive values and a texture. The primitive values are serialized with the \<\< operator of FArchive …

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## [Assertion failed: ReaderPos + Num \<= ReaderSize](https://forums.unrealengine.com/t/assertion-failed-readerpos-num-readersize/454174)

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**Author:** [@wilsonc](https://forums.unrealengine.com/u/wilsonc)\
**Replies:** 2\
**Last updated:** [May 22, 2024, 5:51pm UTC](https://forums.unrealengine.com/t/assertion-failed-readerpos-num-readersize/454174 "2024-05-22T17:51:59Z")

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Getting this error on package: UATHelper: Packaging (Windows (64-bit)): LogWindows: Error: Assertion failed: ReaderPos + Num \<= ReaderSize \[File:D:\\Build++UE4\\Sync\\Engine\\Source\\Runtime\\Core\\Public\\Serialization/Buffe…

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## [\[Free\]\[Open Source\] DataConfig - JSON and MsgPack Serializer for Unreal Engine](https://forums.unrealengine.com/t/free-open-source-dataconfig-json-and-msgpack-serializer-for-unreal-engine/499175)

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**Author:** [@jagttt](https://forums.unrealengine.com/u/jagttt)\
**Replies:** 3\
**Last updated:** [April 10, 2024, 4:08pm UTC](https://forums.unrealengine.com/t/free-open-source-dataconfig-json-and-msgpack-serializer-for-unreal-engine/499175 "2024-04-10T16:08:34Z")

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Hi everyone! I’ve been working on a serialization framework for Unreal Engine. Recently I’ve got a new release with roundtrip-able serializers and JSON/MsgPack support. See : Introducing DataConfig 1.2. Download the r…

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## [Blueprint structure can't be correctly saved (serialized)](https://forums.unrealengine.com/t/blueprint-structure-cant-be-correctly-saved-serialized/364099)

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**Author:** [@marsonmao](https://forums.unrealengine.com/u/marsonmao)\
**Replies:** 15\
**Last updated:** [April 7, 2024, 2:33am UTC](https://forums.unrealengine.com/t/blueprint-structure-cant-be-correctly-saved-serialized/364099 "2024-04-07T02:33:40Z")

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I’m using the Archive class to implement a save game system. My goal is to serialize any actor and its variables which enable the SaveGame property flag. So I made an Archive inherits FObjectAndNameAsStringProxyArchive …

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## [Searching UAsset by Specific Values](https://forums.unrealengine.com/t/searching-uasset-by-specific-values/485844)

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**Author:** [@Asterdahl](https://forums.unrealengine.com/u/Asterdahl)\
**Replies:** 1\
**Last updated:** [March 7, 2024, 10:14pm UTC](https://forums.unrealengine.com/t/searching-uasset-by-specific-values/485844 "2024-03-07T22:14:19Z")

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Is there a way to search for UAssets (or less generically blueprint classes) with specific values set? E.g. I want to search for all objects where bMyBool==true, or SomeEnum=Foo, etc. I’m aware of UE4’s advanced search…

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## [How do I use the SaveGame flag?](https://forums.unrealengine.com/t/how-do-i-use-the-savegame-flag/283064)

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**Author:** [@anonymous\_user\_dede2580](https://forums.unrealengine.com/u/anonymous_user_dede2580)\
**Replies:** 13\
**Last updated:** [January 5, 2024, 9:25pm UTC](https://forums.unrealengine.com/t/how-do-i-use-the-savegame-flag/283064 "2024-01-05T21:25:20Z")

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Preamble I already know how to save and load variables explicitly handled by a subclass of SaveGameObject as demonstrated in the TappyChicken examples. So, no problems there. This question is about saving variables stor…

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## [How to extend serialization of a USTRUCT?](https://forums.unrealengine.com/t/how-to-extend-serialization-of-a-ustruct/1350649)

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**Author:** [@heyx3](https://forums.unrealengine.com/u/heyx3)\
**Replies:** 1\
**Last updated:** [October 30, 2023, 10:28am UTC](https://forums.unrealengine.com/t/how-to-extend-serialization-of-a-ustruct/1350649 "2023-10-30T10:28:36Z")

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If I have a USTRUCT with some fields that cannot be UPROPERTY’s, how can I manually extend serialization and replication to notice these fields? It seems easy for UCLASS, but I can’t find much information on how it’s do…

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## [What is the best way to save Hierarchical Instanced Static Mesh Component?](https://forums.unrealengine.com/t/what-is-the-best-way-to-save-hierarchical-instanced-static-mesh-component/483028)

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**Author:** [@Digital\_Dreamer](https://forums.unrealengine.com/u/Digital_Dreamer)\
**Replies:** 2\
**Last updated:** [September 2, 2023, 10:47am UTC](https://forums.unrealengine.com/t/what-is-the-best-way-to-save-hierarchical-instanced-static-mesh-component/483028 "2023-09-02T10:47:38Z")

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Currently I just serialize and write a TArray with the FTransform of each instance to a .save file, which I can load in and feed to my mesh component by using AddInstances(...) . Does anyone else know a better/faster wa…

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## [Using a texture to handle gases in the atmosphere.](https://forums.unrealengine.com/t/using-a-texture-to-handle-gases-in-the-atmosphere/1251532)

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**Author:** [@The\_untextured](https://forums.unrealengine.com/u/The_untextured)\
**Replies:** 3\
**Last updated:** [August 5, 2023, 8:07pm UTC](https://forums.unrealengine.com/t/using-a-texture-to-handle-gases-in-the-atmosphere/1251532 "2023-08-05T20:07:11Z")

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Hey all! I am making a game where I want one of the features to be air and land pollution, however, I have a dilemma. How do I do it? An inspiration for the mechanic is Factorio: (Image source: Pollution - Factorio …

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## [Assertion Failed Crash: SerializeNum](https://forums.unrealengine.com/t/assertion-failed-crash-serializenum/491332)

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**Author:** [@AdamBaker2](https://forums.unrealengine.com/u/AdamBaker2)\
**Replies:** 2\
**Last updated:** [July 27, 2023, 2:01pm UTC](https://forums.unrealengine.com/t/assertion-failed-crash-serializenum/491332 "2023-07-27T14:01:09Z")

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LoginId:a1a5dc4a4132c9d353db9293971927e1 EpicAccountId:44a4344e3fca4f9b9eb555014970156b Assertion failed: SerializeNum \>= 0 \[File:D:\\Build++UE4\\Sync\\Engine\\Source\\Runtime\\Core\\Public\\Containers/Array.h\] \[Line: 1152\] U…

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## [How to find out binary size of a UStruct?](https://forums.unrealengine.com/t/how-to-find-out-binary-size-of-a-ustruct/485929)

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**Author:** [@k\_a\_s\_s\_k\_a\_s\_s](https://forums.unrealengine.com/u/k_a_s_s_k_a_s_s)\
**Replies:** 1\
**Last updated:** [July 12, 2023, 1:13pm UTC](https://forums.unrealengine.com/t/how-to-find-out-binary-size-of-a-ustruct/485929 "2023-07-12T13:13:46Z")

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For a given dynamically-sized serializable USTRUCT, i.e. USTRUCT() FSomeStruct { GENERATED\_BODY() UPROPRETY() TArray\<float\> SomeData; UPROPRETY() FString SomeString; friend FArchive& operator\<\< (FAr…

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## [How to convert FArchive to and from bytes?](https://forums.unrealengine.com/t/how-to-convert-farchive-to-and-from-bytes/1189378)

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**Author:** [@Manking-1](https://forums.unrealengine.com/u/Manking-1)\
**Replies:** 0\
**Last updated:** [June 5, 2023, 10:03am UTC](https://forums.unrealengine.com/t/how-to-convert-farchive-to-and-from-bytes/1189378 "2023-06-05T10:03:34Z")

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Hello! How to save and load FArchive from to bytes or string? C++. example: FDateTime dt = FDateTime::Now(); FArchive arch; arch \<\< dt; // save time to arch saveToDisk(arch.toByte()); FArchive loaded = loadFro…

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## [Best archive for serializing actors](https://forums.unrealengine.com/t/best-archive-for-serializing-actors/438250)

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**Author:** [@DELTA\_12](https://forums.unrealengine.com/u/DELTA_12)\
**Replies:** 2\
**Last updated:** [March 31, 2023, 4:05am UTC](https://forums.unrealengine.com/t/best-archive-for-serializing-actors/438250 "2023-03-31T04:05:12Z")

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I’m currently trying to create a save system for my game. I have an array of actors that I need to save, however, I can’t figure out which archive to use to store it. Also, when I have the actor serialized in the archi…

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## [JSON Object Serialization](https://forums.unrealengine.com/t/json-object-serialization/760731)

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**Author:** [@Retr0Aa](https://forums.unrealengine.com/u/Retr0Aa)\
**Replies:** 1\
**Last updated:** [January 31, 2023, 7:46pm UTC](https://forums.unrealengine.com/t/json-object-serialization/760731 "2023-01-31T19:46:11Z")

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Hello Everyone, I’m making Steam Workshop System for my game and I want to add the functionality for serializing and deserializing objects in custom files with custom paths. The problem is that I don’t find any way to …

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## [How to fix up object stuck at NULL in blueprint?](https://forums.unrealengine.com/t/how-to-fix-up-object-stuck-at-null-in-blueprint/484221)

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**Author:** [@jwatte](https://forums.unrealengine.com/u/jwatte)\
**Replies:** 2\
**Last updated:** [September 18, 2022, 8:29pm UTC](https://forums.unrealengine.com/t/how-to-fix-up-object-stuck-at-null-in-blueprint/484221 "2022-09-18T20:29:38Z")

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I have a character subclass. It creates an AbilitySystemComponent, and a custom AttributeSet. The AttributeSet is assigned to a member variable named Attributes which used to just be a UPROPERTY() but is now EditAnywher…

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## [How to correct serialize Protobuf?](https://forums.unrealengine.com/t/how-to-correct-serialize-protobuf/488970)

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**Author:** [@Vasyl\_Khvostyk](https://forums.unrealengine.com/u/Vasyl_Khvostyk)\
**Replies:** 1\
**Last updated:** [April 26, 2022, 2:18am UTC](https://forums.unrealengine.com/t/how-to-correct-serialize-protobuf/488970 "2022-04-26T02:18:26Z")

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Environment: Unreal Engine 5 Windows 10 Protocol Buffers v3.18.0 I’m trying to decode serialized data in Unreal Engine 5 (c++) by using protoc. If the message contains the value of int var less than 127 everything is …

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