// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved. #include "BehaviorTreeNodes.h" #include "Engine/Serialization/Serialization.h" void BehaviorTreeNode::Serialize(SerializeStream& stream, const void* otherObj) { SerializableScriptingObject::Serialize(stream, otherObj); SERIALIZE_GET_OTHER_OBJ(BehaviorTreeNode); SERIALIZE(Name); } void BehaviorTreeNode::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) { SerializableScriptingObject::Deserialize(stream, modifier); Name.Clear(); // Missing Name is assumes as unnamed node DESERIALIZE(Name); }