EBulkDataFlags

Flags serialized with the bulk data.

Windows
MacOS
Linux

References

Module

CoreUObject

Header

/Engine/Source/Runtime/CoreUObject/Public/Serialization/BulkDataCommon.h

Include

#include "Serialization/BulkDataCommon.h"

Syntax

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,
}

Values

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.

Remarks

Flags serialized with the bulk data.

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