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FObjectSaveData

Overview

FObjectSaveData is a struct designed to handle the serialization and deserialization of UObject instances. It uses the ILimenSaveObjectInterface interface to interact with objects that implement save functionality. The class stores serialized byte data, object class information, and a unique deterministic ID for each saved object.

Properties

Type

Name

Access

Description

TArray

ByteData

SaveGame

Stores the serialized byte data of the UObject.

FSoftClassPath

ObjectClass

SaveGame

The class path of the UObject being saved.

FName

DeterministicId

SaveGame

A unique identifier for the UObject, ensuring consistency across saves.

Functions

Return Type

Signature

Description

void

SaveObjectData(UObject* InObject)

Saves the data from a given UObject to this instance.

void

LoadData(UObject* OutObject) const

Loads the saved data into a given UObject.

const FSoftClassPath&

GetObjectClass() const

Returns the class path of the saved object.

FActorSaveData

Overview

FActorSaveData is a struct specifically designed to handle the serialization and deserialization of AActor instances. It inherits from FObjectSaveData and adds properties specific to actors, such as transform and name. The class uses the ILimenSaveObjectInterface interface to interact with actors that implement save functionality.

Properties

Type

Name

Access

Description

TArray

ByteData

SaveGame

Stores the serialized byte data of the AActor.

FTransform

ActorTransform

SaveGame

The transform of the saved actor.

FName

ActorName

SaveGame

The name of the saved actor.

TObjectPtr

ActorClass

SaveGame

The class pointer of the saved actor.

FName

DeterministicId

SaveGame

A unique identifier for the actor, ensuring consistency across saves.

Functions

Return Type

Signature

Description

FActorSaveData

FActorSaveData(AActor* SaveActor)

Constructor that initializes the data from an AActor instance.

const TArray

&

GetByteData() const

Returns the byte data of the saved actor.

void

SetByteData(const TArray

& NewData)

Sets the byte data for the saved actor.

FTransform

GetActorTransform() const

Returns the transform of the saved actor.

void

SetActorTransform(const FTransform& InActorTransform)

Sets the transform for the saved actor.

FName

GetActorName() const

Returns the name of the saved actor.

UClass*

GetActorClass() const

Returns the class pointer of the saved actor.

FName

GetDeterministicId() const

Returns the unique identifier of the saved actor.

void

LoadData(AActor* Actor) const

Loads the saved data into a given AActor instance.

bool

operator==(const FActorSaveData& Other) const

Compares two FActorSaveData instances based on their deterministic IDs.

bool

operator==(AActor* Other) const

Checks if an actor is equal to this FActorSaveData.

bool

IsValid() const

Checks if the saved actor data is valid.

FActorSaveData::operator bool() const

Converts the instance to a boolean indicating validity.

bool

operator!() const

Negates the validity of the saved actor data.

void

SetActorName(const FName& InActorName)

Sets the name for the saved actor.

void

SaveActorData(AActor* InActor)

Saves the data from an AActor instance to this instance.

void

LoadActorData(AActor* InActor) const

Loads the saved data into a given AActor instance.

ULimenSaveData

Overview

ULimenSaveData is a class that extends USaveGame and manages lists of FActorSaveData and FObjectSaveData. It provides methods to add, retrieve, and count saved actor and object data. The class ensures that each saved object has a unique deterministic ID for consistency across saves.

Properties

Type

Name

Access

Description

TArray

ActorSaveDataList

SaveGame

List of saved actor data.

TArray

ObjectSaveDataList

SaveGame

List of saved UObject data.

Functions

Return Type

Signature

Description

bool

GetActorSaveData(const FName& ActorName, FActorSaveData& OutSaveData) const

Retrieves the saved data for an actor by name.

bool

GetActorSaveData(const int Index, FActorSaveData& OutSaveData) const

Retrieves the saved data for an actor by index.

uint32

GetActorSaveDataCount() const

Returns the number of saved actors.

bool

GetObjectSaveData(const int32 Index, FObjectSaveData& OutSaveData) const

Retrieves the saved data for a UObject by index.

uint32

GetObjectSaveDataCount() const

Returns the number of saved UObjects.

int

AddActorSaveData(const FActorSaveData& ActorSaveData)

Adds or updates actor save data.

int

AddActorSaveData(AActor* ActorSaveData)

Adds or updates actor save data from an AActor instance.

int

AddObjectSaveData(const FObjectSaveData& ObjectSaveData)

Adds object save data.

int

AddObjectSaveData(UObject* ObjectSaveData)

Adds object save data from a UObject instance.

22 May 2026