// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "UObject/UnrealType.h" // Check if unversioned property serialization is configured to be used on target platform bool CanUseUnversionedPropertySerialization(const ITargetPlatform* Target); // Serialize sparse unversioned properties for a particular struct void SerializeUnversionedProperties(const UStruct* Struct, FStructuredArchive::FSlot Slot, uint8* Data, UStruct* DefaultsStruct, uint8* Defaults); void DestroyUnversionedSchema(const UStruct* Struct);