Module |
|
Header |
/Engine/Source/Runtime/CoreUObject/Public/Serialization/BulkDataCommon.h |
Include |
#include "Serialization/BulkDataCommon.h" |
enum EBulkDataFlags
{
BULKDATA_None = 0,
BULKDATA_PayloadAtEndOfFile = 1 << 0,
BULKDATA_SerializeCompressedZLIB = 1 << 1,
BULKDATA_ForceSingleElementSerialization = 1 << 2,
BULKDATA_SingleUse = 1 << 3,
BULKDATA_Unused = 1 << 5,
BULKDATA_ForceInlinePayload = 1 << 6,
BULKDATA_SerializeCompressed = (BULKDATA_SerializeCompressedZLIB),
BULKDATA_ForceStreamPayload = 1 << 7,
BULKDATA_PayloadInSeperateFile = 1 << 8,
BULKDATA_SerializeCompressedBitWindow = 1 << 9,
BULKDATA_Force_NOT_InlinePayload = 1 << 10,
BULKDATA_OptionalPayload = 1 << 11,
BULKDATA_MemoryMappedPayload = 1 << 12,
BULKDATA_Size64Bit = 1 << 13,
BULKDATA_DuplicateNonOptionalPayload = 1 << 14,
BULKDATA_BadDataVersion = 1 << 15,
BULKDATA_NoOffsetFixUp = 1 << 16,
BULKDATA_UsesIoDispatcher = 1u << 31u,
BULKDATA_DataIsMemoryMapped = 1 << 30,
BULKDATA_HasAsyncReadPending = 1 << 29,
BULKDATA_AlwaysAllowDiscard = 1 << 28,
}
Name |
Description |
---|---|
BULKDATA_None |
Empty flag set. |
BULKDATA_PayloadAtEndOfFile |
If set, payload is stored at the end of the file and not inline. |
BULKDATA_SerializeCompressedZLIB |
If set, payload should be [un]compressed using ZLIB during serialization. |
BULKDATA_ForceSingleElementSerialization |
Force usage of SerializeElement over bulk serialization. |
BULKDATA_SingleUse |
Bulk data is only used once at runtime in the game. |
BULKDATA_Unused |
Bulk data won't be used and doesn't need to be loaded. |
BULKDATA_ForceInlinePayload |
Forces the payload to be saved inline, regardless of its size. |
BULKDATA_SerializeCompressed |
Flag to check if either compression mode is specified. |
BULKDATA_ForceStreamPayload |
Forces the payload to be always streamed, regardless of its size. |
BULKDATA_PayloadInSeperateFile |
If set, payload is stored in a .upack file alongside the uasset. |
BULKDATA_SerializeCompressedBitWindow |
DEPRECATED: If set, payload is compressed using platform specific bit window. |
BULKDATA_Force_NOT_InlinePayload |
There is a new default to inline unless you opt out. |
BULKDATA_OptionalPayload |
This payload is optional and may not be on device. |
BULKDATA_MemoryMappedPayload |
This payload will be memory mapped, this requires alignment, no compression etc. |
BULKDATA_Size64Bit |
Bulk data size is 64 bits long. |
BULKDATA_DuplicateNonOptionalPayload |
Duplicate non-optional payload in optional bulk data. |
BULKDATA_BadDataVersion |
Indicates that an old ID is present in the data, at some point when the DDCs are flushed we can remove this. |
BULKDATA_NoOffsetFixUp |
BulkData did not have it's offset changed during the cook and does not need the fix up at load time |
BULKDATA_UsesIoDispatcher |
Assigned at runtime to indicate that the BulkData should be using the IoDispatcher when loading, not filepaths. |
BULKDATA_DataIsMemoryMapped |
Assigned at runtime to indicate that the BulkData allocation is a memory mapped region of a file and not raw data. |
BULKDATA_HasAsyncReadPending |
Assigned at runtime to indicate that the BulkData object has an async loading request in flight and will need to wait on it. |
BULKDATA_AlwaysAllowDiscard |
Assigned at runtime to indicate that the BulkData object should be considered for discard even if it cannot load from disk. |
Flags serialized with the bulk data.