Serialization Helpers

Three reflection helpers — single-include headers for common and asset serialization, and a generic asset handler template for custom asset types.

Three helpers that eliminate serialization boilerplate: a single-include header for common reflection, an extension for asset fields, and a ready-made O3DE asset handler template for any custom AssetData subclass.

For usage guides and setup examples, see The Basics: GS_Core.

 

Contents


GS_ReflectionIncludes.h

A single-include header that brings in all O3DE reflection headers needed for any class with an inline Reflect() method.

Includes:

  • AzCore/RTTI/RTTI.h
  • AzCore/Memory/SystemAllocator.h
  • AzCore/Serialization/SerializeContext.h
  • AzCore/Serialization/EditContext.h
  • AzCore/std/string/string.h

Use this in any header declaring a reflected struct, class, or enum. Does not handle AZ::Data::Asset<T> fields.

#include <GS_Core/Utility/Reflection/GS_ReflectionIncludes.h>

namespace MyProject
{
    struct MyData
    {
        AZ_TYPE_INFO(MyData, "{YOUR-UUID-HERE}");
        static void Reflect(AZ::ReflectContext* context);

        float m_value = 0.0f;
    };
}

GS_AssetReflectionIncludes.h

Extends GS_ReflectionIncludes.h with asset serialization headers.

Adds:

  • AzCore/Asset/AssetCommon.h
  • AzCore/Asset/AssetSerializer.h

Use this in any header declaring a class with AZ::Data::Asset<T> fields. Ensures SerializeGenericTypeInfo<Asset<T>> is visible and prevents silent failures in Unity builds.

#include <GS_Core/Utility/Reflection/GS_AssetReflectionIncludes.h>

namespace MyProject
{
    struct MyComponent : public AZ::Component
    {
        AZ_COMPONENT_DECL(MyComponent);
        static void Reflect(AZ::ReflectContext* context);

        AZ::Data::Asset<MyAssetType> m_asset;
    };
}

See Also

For related resources:


Get GS_Core

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