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Unable to serialize texture

Hi, I'm unable to serialize UTexture2DDynamic into array TArray which I would like to save to disk. I'm using following structure as child of FArchive.

 struct FImageArchive : public FObjectAndNameAsStringProxyArchive
 {
     FImageArchive (FArchive& InInnerArchive)
         : FObjectAndNameAsStringProxyArchive(InInnerArchive, false)
     {
         ArIsSaveGame = true;
     }
 };

Structure may be problem as well, not sure what type of Archive use.

 void MyClass::SerializeTexture(UTexture2DDynamic* Texture)
 {
     TArray<uint8> ObjectData;
     if (Texture == nullptr) return nullptr;
 
     FMemoryWriter MemoryWriter(ObjectData, true);
     FImageArchive MyArchive(MemoryWriter);
     Texture->Serialize(MyArchive);

     // do something with TArray<uint8> data
 }

But after serialization of texture, there aren't valid data in my TArray. There are only 20 empty bytes and 4 bytes for "None" which doesn't make sense to me.

Does anybody know how should I serialize texture properly ? This way doesn't seem to work. Is Archive type wrong?

Could you at least point at any direction ?

Thanks, Jakub

Product Version: UE 4.19
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asked Aug 13 '18 at 05:47 PM in C++ Programming

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hubacek.jakub
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