An Archive is a pack of elements, each archive have its own file.
You can use only one archive or have thousand. When loading an archive you load in memory the whole archive and unless you want to load all your game at once you’ll want to separate elements in some different archives.

Generals archives Setting.

AutoUpdate

If this is uncheck, Archives settings will be readonly and the construction of the master will be faster.

Archive Filter

Will filter the Archives in the map below, usefull if you have a lot. This also speed up the construction of the master.

Generate Setting from filter

Create an archive setting manualy using the filter as identifier.

Archives

A map with all your archive’s settings.

Import PIE

Archive created in PIE will have a setting in editor and elements that was added in this session will be their respective archive.

Register Actors IElement

Internal/debug use.

Per archive Setting

ArchiveID

Show the archiveID of this archive.

UseSaveGameTag

If true, only properties with savegame tag to true will be saved, else all properties are saved.

AutoDestroy

When empty of elements or with not valid element in it, the archive will self unload and destroy.

AutoSaveOnDestroy

This archive will write its data to file when destroyed.

ApplyTransform

Default applyTransform setting for object that are not IElement neither deepObject. If set to Default the master’s general setting’s applyTransform is used.

OverrideInstance

This make this archive part of a static instance. More information on this page.

Action

Some action to do on this archive, accept to validate.
 

Elements

The list of all IElement in this archive. See Element 

An instance in PreMade Instances Array.

Nodes

ArchiveID

Related documentation :  Identifiers

An ArchiveID is an identifier that represent an archive, it is valid only if its hashed value is not 0 (is empty).

Limitations about hashed ArchiveID:

Because it is a path to a file, there is a problem if all of these following situations match :
– There is no setting for this archive in the master at build time.
– Archive was saved with a named ID.
– Game restarted (new settings lost).
– You try to get this archive with a hashed Identifier.

If one situation above is false, then it’s ok.
You can even save an archive as hash, the archive will have an int as name, and if somewhere you try to access this archive with a named identifier, the file will be moved, all settings updated.