// Copyright Epic Games, Inc. All Rights Reserved. #include "DisplayClusterConfigurationUtils.h" #include "UObject/Object.h" #include "UObject/UObjectThreadContext.h" bool FDisplayClusterConfigurationUtils::IsSerializingTemplate(const FArchive& Ar) { const FUObjectSerializeContext* SerializeContext = FUObjectThreadContext::Get().GetSerializeContext(); const UObject* SerializedObject = SerializeContext ? SerializeContext->SerializedObject : nullptr; // We assume that if the SerializedObject is null, it is indicative of a template. return SerializedObject ? SerializedObject->IsTemplate() : true; }