UAssetAPI Documentation
UAssetAPI is a .NET library for reading and writing Unreal Engine game assets.
Features
- Low-level read/write capability for a wide variety of cooked and uncooked .uasset files from ~4.13 to 5.3
- Support for more than 100 property types and 12 export types
- Support for JSON export and import to a proprietary format that maintains binary equality
- Support for reading and writing raw Kismet (blueprint) bytecode
- Reading capability for the unofficial .usmap format to parse ambiguous and unversioned properties
- Robust fail-safes for many properties and exports that fail serialization
- Automatic reflection for new property types in other loaded assemblies
Usage
To get started using UAssetAPI, first build the API using the Build Instructions guide and learn how to perform basic operations on your cooked .uasset files using the Basic Usage guide.
UAssetGUI, a graphical wrapper around UAssetAPI which allows you to directly view and modify game assets by hand, is also available and can be downloaded for free on GitHub at https://github.com/atenfyr/UAssetGUI/releases.
Support
The source code of UAssetAPI is publicly available on GitHub at https://github.com/atenfyr/UAssetAPI, and all contributions are greatly appreciated.
Any bugs or feature requests that you may have can be submitted on the GitHub page as an issue. You can also direct any questions you may have to the folks on the Unreal Engine Modding Discord server, which you can join with this invite link: https://discord.gg/zVvsE9mEEa.
Build Instructions
Prerequisites
- Visual Studio 2022 or later, with .NET 8.0 SDK
- Git
Initial Setup
- Clone the UAssetAPI repository:
git clone https://github.com/atenfyr/UAssetAPI.git
-
Open the
UAssetAPI.sln
solution file within the newly-created UAssetAPI directory in Visual Studio, right-click on the solution name in the Solution Explorer, and press "Restore Nuget Packages." -
Press F6 or right-click the solution name in the Solution Explorer and press "Build Solution" to compile UAssetAPI, which will be written as a .dll file to the
bin
directory. Note that this solution does not include UAssetGUI.
Basic Usage
Prerequisites
- Basic C# knowledge
- Visual Studio 2022 or later, with .NET 8.0 SDK
- A copy of UAssetAPI
Basic Project Setup
In this short guide, we will go over the very basics of parsing assets through UAssetAPI.
UAssetAPI targets .NET 8.0, which means you will need the .NET 8.0 SDK to use UAssetAPI. We will start off in this specific guide by creating a new C# Console App project in Visual Studio, making sure we specifically target .NET 8.0:
Once we have entered Visual Studio, we must add a new reference to our UAssetAPI.dll file. This can be done by right-clicking under "References," clicking "Add Reference," clicking "Browse" in the bottom right of the Reference Manager window, browsing to your UAssetAPI.dll file on disk, and clicking "OK".
Once you've referenced the UAssetAPI assembly in your project, you're ready to start parsing assets!
Using UAssetAPI with Unreal Assets
Modifying a specific property
Every Unreal Engine 4 asset parsed with UAssetAPI is represented by the UAsset class. The simplest way to construct a UAsset is to initialize it with the path to the asset on disk (note that if your asset has a paired .uexp file, both files must be located in the same directory, and the path should point to the .uasset file) and an EngineVersion.
I will be analyzing a small asset from the video game Ace Combat 7 (4.18) for this demonstration, which can be downloaded here:
- plwp_6aam_a0.uasset →
C:\plwp_6aam_a0.uasset
- plwp_6aam_a0.uexp →
C:\plwp_6aam_a0.uasset
Save these files to those respective locations.
If you are familiar with UAssetGUI or other tools for reverse-engineering Unreal Engine 4 assets, you will likely be aware that there are generally at least five major sections to any asset, each of which can be read and modified through UAssetAPI.
For now, let's simply modify an integer. If we open the asset in UAssetGUI and look under "Export Data," we can see all the exports that we can access; for our demonstration here, we're interested in Export 2, and we'll be modifying the "MaxRotationAngle" float.
Let's start programming! Head to the Program.cs
file and use the following pre-written code, placed in static void Main(string[] args)
(feel free to copy and paste):
// Instantiate the asset with the path and the engine version (4.18).
// This reads the entire asset to memory at once; use a different constructor with an AssetBinaryReader if you don't want that
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
// We want the 2nd export, so we reference the export at index 1.
// There are many types, but any export that has regular "tagged" data like you see as properties in UAssetGUI can be cast to a NormalExport, like this one.
NormalExport myExport = (NormalExport)myAsset.Exports[1];
// Alternatively, we can reference exports by ObjectName:
// NormalExport myExport = (NormalExport)myAsset.Exports["Default__plwp_6aam_a0_C"];
// we implement the general algorithm used by UAssetAPI here later in the guide
// myExport.Data will give us a List<PropertyData> which you can enumerate if you like, but we can reference a property by name or index with the export directly.
// We know this is a FloatPropertyData because it is serialized as a FloatProperty. BoolPropertyData is a BoolProperty, ObjectPropertyData is an ObjectProperty, etc.
FloatPropertyData myFloat = (FloatPropertyData)myExport["MaxRotationAngle"];
Console.WriteLine(myFloat.Value);
// All we have to do to change this value is to set myFloat.Value, and we'll be ready to re-save the asset.
myFloat.Value = 1337;
// Save the asset back to disk with UAsset.Write and a path.
myAsset.Write("NEW.uasset");
Console.WriteLine("All done!");
Console.ReadLine();
The above code is an example on how we can pinpoint and modify a specific asset; running it will output a NEW.uasset
file in the current working directory (which you can access by right-clicking your project in the Solution Explorer, clicking "Open Folder in File Explorer", and navigating to "bin/Debug") with the modified float. You can verify the change for yourself in UAssetGUI.
More advanced modification
What if we don't know where the property is? If we don't know the exact contents of the asset before we load it, we may have to perform more advanced modification techniques based on what information we do know.
Let's say we want to modify a specific NameProperty called InternalVariableName
in an export with the ObjectName SCS_Node_1
(you can see this in UAssetGUI under the Export Information tab). Using the same file as above, we'll need to iterate through our exports until we find the appropriate property:
// Instantiate the asset with the path and the engine version (4.18).
// This reads the entire asset to memory at once; use a different constructor with an AssetBinaryReader if you don't want that
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
// Iterate through all the exports
foreach (Export export in myAsset.Exports)
{
if (!(export is NormalExport normalExport)) continue; // We know our export is a NormalExport, so if this export isn't one, it's useless to us
if (export.ObjectName.ToString() == "SCS_Node_1") // Check; do we have the right name?
{
// Create a new NamePropertyData with our desired value
normalExport["InternalVariableName"].RawValue = FName.FromString(myAsset, "Howdy!");
break;
}
}
// Save the asset back to disk with UAsset.Write and a path.
myAsset.Write("NEW.uasset");
Console.WriteLine("All done!");
Console.ReadLine();
Under the scene, we're actually doing quite a lot here:
- First, we iterate through every export.
- For every export, if it's a NormalExport, we access its ObjectName field, which is an FName object. FName objects consist of two integers, an INDEX and a VALUE. When we convert it to a string, we access the name map with the INDEX to retrieve
SCS_Node
, and suffix it with the VALUE as_1
. - We access the InternalVariableName property, and set its
RawValue
property.RawValue
is a property present on allPropertyData
objects which simply allows you to access the object'sValue
field as anobject
. We could also do(NamePropertyData)(normalExport["InternalVariableName"]).Value
here instead. - We create a new FName object with
FName.FromString
, which performs the inverse operation of.ToString()
. This method will automatically add an entry at the end of the name map.
At the end of the day, we have made no assumptions about the ordering of the exports or properties, and have still performed the operation.
Final Notes
UAssetAPI is only one layer of abstraction above the raw binary format, which means that it essentially gives you full access to every single aspect of a .uasset file. This means that performing very complex operations can be quite a challenge, so keep experimenting!
You may find it useful while learning to export assets into JSON through the .SerializeJSON()
method or through UAssetGUI, as the JSON format very closely mirrors the way that assets are laid out in UAssetAPI. You can also find some more examples for UAssetAPI syntax and usage under the More Examples page, and even more examples in the unit tests.
More Examples
This page contains several more examples of UAssetAPI usage for completing specific tasks.
A simple, complete example
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
// Find the export with the name "Default__plwp_6aam_a0_C"
NormalExport cdoExport = (NormalExport)myAsset["Default__plwp_6aam_a0_C"];
// Add/replace a property called SpeedMaximum
cdoExport["SpeedMaximum"] = new FloatPropertyData() { Value = 999999 };
// or, modify it directly
FloatPropertyData SpeedMaximum = (FloatPropertyData)cdoExport["SpeedMaximum"];
SpeedMaximum.Value = 999999;
myAsset.Write("C:\\NEW.uasset");
Finding specific exports
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
// We can find specific exports by index:
Export cdo = myAsset.Exports[1]; // Export 2; here, indexing from 0
// or like this:
cdo = new FPackageIndex(2).ToExport(myAsset); // also Export 2; FPackageIndex uses negative numbers for imports, 0 for null, and positive numbers for exports
// or, by ObjectName:
cdo = myAsset["Default__plwp_6aam_a0_C"]; // you can find this string value e.g. in UAssetGUI
cdo = myAsset[new FName(myAsset, "Default__plwp_6aam_a0_C")];
// or, to locate the ClassDefaultObject:
foreach (Export exp in myAsset.Exports)
{
if (exp.ObjectFlags.HasFlag(EObjectFlags.RF_ClassDefaultObject))
{
cdo = exp;
break;
}
}
// or, based on any property; maybe by SerialSize (length on disk):
long maxSerialSize = -1;
foreach (Export exp in myAsset.Exports)
{
if (exp.SerialSize > maxSerialSize)
{
maxSerialSize = exp.SerialSize;
cdo = exp;
}
}
Accessing basic export types and property types
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
Export exp = myAsset["Default__plwp_6aam_a0_C"];
// Export contains all fields contained within UAssetGUI's "Export Information"
// to manipulate data under "Export Data," you generally need to cast it to a child type
// NormalExport contains most all "normal" data, i.e. standard tagged properties
if (exp is NormalExport normalExport)
{
for (int i = 0; i < normalExport.Data.Count; i++)
{
PropertyData prop = normalExport.Data[i];
Console.WriteLine(prop.Name.ToString() + ": " + prop.PropertyType.ToString());
// you can access prop.Value for many types, but for other types, you can cast to a child type and access other fields
if (prop is FloatPropertyData floatProp) floatProp.Value = 60; // change all floats to = 60
// ArrayPropertyData.Value is a PropertyData[] array, entries referenced by index
// StructPropertyData.Value is a List<PropertyData>, or you can index StructPropertyData directly
if (prop is ArrayPropertyData arrProp)
{
for (int j = 0; j < arrProp.Value.Length; j++)
{
PropertyData prop2 = arrProp.Value[j];
Console.WriteLine(prop2.Name.ToString() + ": " + prop2.PropertyType.ToString());
// etc.
// note that arrays and structs can contain arrays and structs too...
}
}
if (prop is StructPropertyData structProp)
{
for (int j = 0; j < structProp.Value.Count; j++)
{
PropertyData prop2 = structProp.Value[j];
Console.WriteLine(prop2.Name.ToString() + ": " + prop2.PropertyType.ToString());
// etc.
// note that arrays and structs can contain arrays and structs too...
}
// or:
// PropertyData prop2 = structProp["PropertyNameHere"];
}
}
}
// DataTableExport is a NormalExport, but also contains entries in DataTables
if (exp is DataTableExport dtExport)
{
// dtExport.Data exists, but it typically only contains struct type information
// to access other entries, use:
List<StructPropertyData> entries = dtExport.Table.Data;
// etc.
}
// RawExport is an export that failed to parse for some reason, but you can still access and modify its binary data
if (exp is RawExport rawExport)
{
byte[] rawData = rawExport.Data;
// etc.
}
// see other examples for more advanced export types!
Duplicating properties
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
NormalExport cdoExport = (NormalExport)myAsset["Default__plwp_6aam_a0_C"];
FloatPropertyData targetProp = (FloatPropertyData)cdoExport["SpeedMaximum"];
// if we try something like:
/*
FloatPropertyData newProp = targetProp;
newProp.Value = 999999;
*/
// we'll accidentally change the value of targetProp too!
// we can duplicate this property using .Clone() instead:
FloatPropertyData newProp = (FloatPropertyData)targetProp.Clone();
newProp.Value = 999999;
cdoExport["SpeedMaximum2"] = newProp;
// .Clone() performs a deep copy, so you can e.g. clone a StructProperty and modify child properties freely
// .Clone() on an Export directly, however, is not implemented properly for child export types (e.g. the .Data list of a NormalExport is not cloned)
Read assets that use unversioned properties
// to read an asset that uses unversioned properties, you must first source a .usmap mappings file for the game the asset is from, e.g. with UE4SS
// you can read a mappings file with the Usmap class, and pass it into the UAsset constructor
Usmap mappings = new Usmap("C:\\MyGame.usmap");
UAsset myAsset = new UAsset("C:\\my_asset.uasset", EngineVersion.VER_UE5_3, mappings);
// then, read and write data as normal
// myAsset.HasUnversionedProperties will return true
// notes for the curious:
// * using the FName constructor adds new entries to the name map, which is often frivolous with unversioned properties; if you care, use FName.DefineDummy instead, but if UAssetAPI tries to write a dummy FName to disk it will throw an exception
// * UAssetAPI only supports reading .usmap files, not writing
// * UAssetAPI supports .usmap versions 0 through 3, uncompressed and zstandard-compressed files, and PPTH/EATR/ENVP extensions
Interface with JSON
UAsset myAsset = new UAsset("C:\\plwp_6aam_a0.uasset", EngineVersion.VER_UE4_18);
// write asset to JSON
string jsonSerializedAsset = tester.SerializeJson();
File.WriteAllText("C:\\plwp_6aam_a0.json", jsonSerializedAsset);
// read asset back from JSON
UAsset myAsset2 = UAsset.DeserializeJson("C:\\plwp_6aam_a0.json");
// myAsset2 should contain the same information as myAsset
// write asset to binary format
myAsset2.Write("C:\\plwp_6aam_a0_NEW.uasset");
Read and modify blueprint bytecode
UAsset myAsset = new UAsset("C:\\my_asset.uasset", EngineVersion.VER_UE4_18);
// all StructExport exports can contain blueprint bytecode, let's pretend Export 1 is a StructExport
StructExport myStructExport = (StructExport)myAsset.Exports[0];
KismetExpression[] bytecode = myStructExport.ScriptBytecode;
if (bytecode != null) // bytecode may fail to parse, in which case it will be null and stored raw in ScriptBytecodeRaw
{
// KismetExpression has many child classes, one child class for each type of instruction
// as with PropertyData, you can access .RawValue for many instruction types, but you'll need to cast for other kinds of instructions to access specific fields
foreach (KismetExpression instruction in bytecode)
{
Console.WriteLine(instruction.Token.ToString() + ": " + instruction.RawValue.ToString());
}
}
AC7Decrypt
Namespace: UAssetAPI
Decryptor for Ace Combat 7 assets.
public class AC7Decrypt
Inheritance Object → AC7Decrypt
Constructors
AC7Decrypt()
public AC7Decrypt()
Methods
Decrypt(String, String)
Decrypts an Ace Combat 7 encrypted asset on disk.
public void Decrypt(string input, string output)
Parameters
input
String
The path to an encrypted asset on disk.
output
String
The path that the decrypted asset should be saved to.
Encrypt(String, String)
Encrypts an Ace Combat 7 encrypted asset on disk.
public void Encrypt(string input, string output)
Parameters
input
String
The path to a decrypted asset on disk.
output
String
The path that the encrypted asset should be saved to.
DecryptUAssetBytes(Byte[], AC7XorKey)
public Byte[] DecryptUAssetBytes(Byte[] uasset, AC7XorKey xorkey)
Parameters
uasset
Byte[]
xorkey
AC7XorKey
Returns
EncryptUAssetBytes(Byte[], AC7XorKey)
public Byte[] EncryptUAssetBytes(Byte[] uasset, AC7XorKey xorkey)
Parameters
uasset
Byte[]
xorkey
AC7XorKey
Returns
DecryptUexpBytes(Byte[], AC7XorKey)
public Byte[] DecryptUexpBytes(Byte[] uexp, AC7XorKey xorkey)
Parameters
uexp
Byte[]
xorkey
AC7XorKey
Returns
EncryptUexpBytes(Byte[], AC7XorKey)
public Byte[] EncryptUexpBytes(Byte[] uexp, AC7XorKey xorkey)
Parameters
uexp
Byte[]
xorkey
AC7XorKey
Returns
AC7XorKey
Namespace: UAssetAPI
XOR key for decrypting a particular Ace Combat 7 asset.
public class AC7XorKey
Inheritance Object → AC7XorKey
Fields
NameKey
public int NameKey;
Offset
public int Offset;
pk1
public int pk1;
pk2
public int pk2;
Constructors
AC7XorKey(String)
Generates an encryption key for a particular asset on disk.
public AC7XorKey(string fname)
Parameters
fname
String
The name of the asset being encrypted on disk without the extension.
Methods
SkipCount(Int32)
public void SkipCount(int count)
Parameters
count
Int32
AssetBinaryReader
Namespace: UAssetAPI
Reads primitive data types from Unreal Engine assets.
public class AssetBinaryReader : UnrealBinaryReader, System.IDisposable
Inheritance Object → BinaryReader → UnrealBinaryReader → AssetBinaryReader
Implements IDisposable
Fields
Asset
public UnrealPackage Asset;
LoadUexp
public bool LoadUexp;
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
AssetBinaryReader(Stream, UnrealPackage)
public AssetBinaryReader(Stream stream, UnrealPackage asset)
Parameters
stream
Stream
asset
UnrealPackage
AssetBinaryReader(Stream, Boolean, UnrealPackage)
public AssetBinaryReader(Stream stream, bool inLoadUexp, UnrealPackage asset)
Parameters
stream
Stream
inLoadUexp
Boolean
asset
UnrealPackage
Methods
ReadPropertyGuid()
public Nullable<Guid> ReadPropertyGuid()
Returns
ReadFName()
public FName ReadFName()
Returns
ReadObjectThumbnail()
public FObjectThumbnail ReadObjectThumbnail()
Returns
ReadLocMetadataObject()
public FLocMetadataObject ReadLocMetadataObject()
Returns
XFERSTRING()
public string XFERSTRING()
Returns
XFERUNICODESTRING()
public string XFERUNICODESTRING()
Returns
XFERTEXT()
public void XFERTEXT()
XFERNAME()
public FName XFERNAME()
Returns
XFER_FUNC_NAME()
public FName XFER_FUNC_NAME()
Returns
XFERPTR()
public FPackageIndex XFERPTR()
Returns
XFER_FUNC_POINTER()
public FPackageIndex XFER_FUNC_POINTER()
Returns
XFER_PROP_POINTER()
public KismetPropertyPointer XFER_PROP_POINTER()
Returns
XFER_OBJECT_POINTER()
public FPackageIndex XFER_OBJECT_POINTER()
Returns
ReadExpressionArray(EExprToken)
public KismetExpression[] ReadExpressionArray(EExprToken endToken)
Parameters
endToken
EExprToken
Returns
AssetBinaryWriter
Namespace: UAssetAPI
Writes primitive data types from Unreal Engine assets.
public class AssetBinaryWriter : UnrealBinaryWriter, System.IDisposable, System.IAsyncDisposable
Inheritance Object → BinaryWriter → UnrealBinaryWriter → AssetBinaryWriter
Implements IDisposable, IAsyncDisposable
Fields
Asset
public UnrealPackage Asset;
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
AssetBinaryWriter(UnrealPackage)
public AssetBinaryWriter(UnrealPackage asset)
Parameters
asset
UnrealPackage
AssetBinaryWriter(Stream, UnrealPackage)
public AssetBinaryWriter(Stream stream, UnrealPackage asset)
Parameters
stream
Stream
asset
UnrealPackage
AssetBinaryWriter(Stream, Encoding, UnrealPackage)
public AssetBinaryWriter(Stream stream, Encoding encoding, UnrealPackage asset)
Parameters
stream
Stream
encoding
Encoding
asset
UnrealPackage
AssetBinaryWriter(Stream, Encoding, Boolean, UnrealPackage)
public AssetBinaryWriter(Stream stream, Encoding encoding, bool leaveOpen, UnrealPackage asset)
Parameters
stream
Stream
encoding
Encoding
leaveOpen
Boolean
asset
UnrealPackage
Methods
Write(FName)
public void Write(FName name)
Parameters
name
FName
WritePropertyGuid(Nullable<Guid>)
public void WritePropertyGuid(Nullable<Guid> guid)
Parameters
guid
Nullable<Guid>
Write(FObjectThumbnail)
public void Write(FObjectThumbnail thumbnail)
Parameters
thumbnail
FObjectThumbnail
Write(FLocMetadataObject)
public void Write(FLocMetadataObject metadataObject)
Parameters
metadataObject
FLocMetadataObject
XFERSTRING(String)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFERSTRING(string val)
Parameters
val
String
Returns
XFERUNICODESTRING(String)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFERUNICODESTRING(string val)
Parameters
val
String
Returns
XFERNAME(FName)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFERNAME(FName val)
Parameters
val
FName
Returns
XFER_FUNC_NAME(FName)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFER_FUNC_NAME(FName val)
Parameters
val
FName
Returns
XFERPTR(FPackageIndex)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFERPTR(FPackageIndex val)
Parameters
val
FPackageIndex
Returns
XFER_FUNC_POINTER(FPackageIndex)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFER_FUNC_POINTER(FPackageIndex val)
Parameters
val
FPackageIndex
Returns
XFER_PROP_POINTER(KismetPropertyPointer)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFER_PROP_POINTER(KismetPropertyPointer val)
Parameters
Returns
XFER_OBJECT_POINTER(FPackageIndex)
This method is intended only to be used in parsing Kismet bytecode; please do not use it for any other purpose!
public int XFER_OBJECT_POINTER(FPackageIndex val)
Parameters
val
FPackageIndex
Returns
CityHash
Namespace: UAssetAPI
public class CityHash
Constructors
CityHash()
public CityHash()
Methods
CityHash32(Byte, UInt32)*
public static uint CityHash32(Byte* s, uint len)
Parameters
s
Byte*
len
UInt32
Returns
CityHash64(Byte, UInt32)*
public static ulong CityHash64(Byte* s, uint len)
Parameters
s
Byte*
len
UInt32
Returns
CityHash64WithSeed(Byte, UInt32, UInt64)*
public static ulong CityHash64WithSeed(Byte* s, uint len, ulong seed)
Parameters
s
Byte*
len
UInt32
seed
UInt64
Returns
CityHash64WithSeeds(Byte, UInt32, UInt64, UInt64)*
public static ulong CityHash64WithSeeds(Byte* s, uint len, ulong seed0, ulong seed1)
Parameters
s
Byte*
len
UInt32
seed0
UInt64
seed1
UInt64
Returns
CityHash128to64(Uint128_64)
public static ulong CityHash128to64(Uint128_64 x)
Parameters
Returns
CRCGenerator
Namespace: UAssetAPI
public static class CRCGenerator
Inheritance Object → CRCGenerator
Fields
CRCTable_DEPRECATED
public static UInt32[] CRCTable_DEPRECATED;
CRCTablesSB8
public static UInt32[,] CRCTablesSB8;
Methods
GenerateImportHashFromObjectPath(FString)
public static ulong GenerateImportHashFromObjectPath(FString text)
Parameters
text
FString
Returns
GenerateImportHashFromObjectPath(String)
public static ulong GenerateImportHashFromObjectPath(string text)
Parameters
text
String
Returns
CityHash64WithLower(FString)
public static ulong CityHash64WithLower(FString text)
Parameters
text
FString
Returns
CityHash64WithLower(String, Encoding)
public static ulong CityHash64WithLower(string text, Encoding encoding)
Parameters
text
String
encoding
Encoding
Returns
CityHash64(FString)
public static ulong CityHash64(FString text)
Parameters
text
FString
Returns
CityHash64(String, Encoding)
public static ulong CityHash64(string text, Encoding encoding)
Parameters
text
String
encoding
Encoding
Returns
CityHash64(Byte[])
public static ulong CityHash64(Byte[] data)
Parameters
data
Byte[]
Returns
GenerateHash(FString, Boolean, Boolean)
public static uint GenerateHash(FString text, bool disableCasePreservingHash, bool version420)
Parameters
text
FString
disableCasePreservingHash
Boolean
version420
Boolean
Returns
GenerateHash(String, Boolean, Boolean)
public static uint GenerateHash(string text, bool disableCasePreservingHash, bool version420)
Parameters
text
String
disableCasePreservingHash
Boolean
version420
Boolean
Returns
GenerateHash(String, Encoding, Boolean, Boolean)
public static uint GenerateHash(string text, Encoding encoding, bool disableCasePreservingHash, bool version420)
Parameters
text
String
encoding
Encoding
disableCasePreservingHash
Boolean
version420
Boolean
Returns
ToUpper(Char)
public static char ToUpper(char input)
Parameters
input
Char
Returns
ToUpperVersion420(Char)
public static char ToUpperVersion420(char input)
Parameters
input
Char
Returns
ToUpper(String)
public static string ToUpper(string input)
Parameters
input
String
Returns
ToLower(Char)
public static char ToLower(char input)
Parameters
input
Char
Returns
ToLower(String, Boolean)
public static string ToLower(string input, bool coalesceToSlash)
Parameters
input
String
coalesceToSlash
Boolean
Returns
ToLower(FString, Boolean)
public static FString ToLower(FString input, bool coalesceToSlash)
Parameters
input
FString
coalesceToSlash
Boolean
Returns
Strihash_DEPRECATED(String, Encoding, Boolean)
public static uint Strihash_DEPRECATED(string text, Encoding encoding, bool version420)
Parameters
text
String
encoding
Encoding
version420
Boolean
Returns
StrCrc32(String, UInt32)
public static uint StrCrc32(string text, uint CRC)
Parameters
text
String
CRC
UInt32
Returns
CustomSerializationFlags
Namespace: UAssetAPI
public enum CustomSerializationFlags
Inheritance Object → ValueType → Enum → CustomSerializationFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
None | 0 | No flags. |
NoDummies | 1 | Serialize all dummy FNames to the name map. |
SkipParsingBytecode | 2 | Skip Kismet bytecode serialization. |
SkipPreloadDependencyLoading | 4 | Skip loading other assets referenced in preload dependencies. You may wish to set this flag when possible in multi-threading applications, since preload dependency loading could lead to file handle race conditions. |
SkipParsingExports | 8 | Skip parsing exports at read time. Entries in the export map will be read as raw exports. You can manually parse exports with the method. |
CustomVersion
Namespace: UAssetAPI
A custom version. Controls more specific serialization than the main engine object version does.
public class CustomVersion : System.ICloneable
Inheritance Object → CustomVersion
Implements ICloneable
Fields
Name
public FString Name;
Key
public Guid Key;
FriendlyName
public string FriendlyName;
Version
public int Version;
IsSerialized
public bool IsSerialized;
GuidToCustomVersionStringMap
Static map of custom version GUIDs to the object or enum that they represent in the Unreal Engine. This list is not necessarily exhaustive, so feel free to add to it if need be.
public static Dictionary<Guid, string> GuidToCustomVersionStringMap;
UnusedCustomVersionKey
A GUID that represents an unused custom version.
public static Guid UnusedCustomVersionKey;
Constructors
CustomVersion(String, Int32)
Initializes a new instance of the CustomVersion class given an object or enum name and a version number.
public CustomVersion(string friendlyName, int version)
Parameters
friendlyName
String
The friendly name to use when initializing this custom version.
version
Int32
The version number to use when initializing this custom version.
CustomVersion(Guid, Int32)
Initializes a new instance of the CustomVersion class given a custom version GUID and a version number.
public CustomVersion(Guid key, int version)
Parameters
key
Guid
The GUID to use when initializing this custom version.
version
Int32
The version number to use when initializing this custom version.
CustomVersion()
Initializes a new instance of the CustomVersion class.
public CustomVersion()
Methods
GetCustomVersionFriendlyNameFromGuid(Guid)
Returns the name of the object or enum that a custom version GUID represents, as specified in CustomVersion.GuidToCustomVersionStringMap.
public static string GetCustomVersionFriendlyNameFromGuid(Guid guid)
Parameters
guid
Guid
A GUID that represents a custom version.
Returns
String
A string that represents the friendly name of the corresponding custom version.
GetCustomVersionGuidFromFriendlyName(String)
Returns the GUID of the custom version that the object or enum name provided represents.
public static Guid GetCustomVersionGuidFromFriendlyName(string friendlyName)
Parameters
friendlyName
String
The name of a custom version object or enum.
Returns
Guid
A GUID that represents the custom version
SetIsSerialized(Boolean)
public CustomVersion SetIsSerialized(bool val)
Parameters
val
Boolean
Returns
Clone()
public object Clone()
Returns
FEngineVersion
Namespace: UAssetAPI
Holds basic Unreal version numbers.
public struct FEngineVersion
Inheritance Object → ValueType → FEngineVersion
Fields
Major
Major version number.
public ushort Major;
Minor
Minor version number.
public ushort Minor;
Patch
Patch version number.
public ushort Patch;
Changelist
Changelist number. This is used by the engine to arbitrate when Major/Minor/Patch version numbers match.
public uint Changelist;
Branch
Branch name.
public FString Branch;
Constructors
FEngineVersion(UnrealBinaryReader)
FEngineVersion(UnrealBinaryReader reader)
Parameters
reader
UnrealBinaryReader
FEngineVersion(UInt16, UInt16, UInt16, UInt32, FString)
FEngineVersion(ushort major, ushort minor, ushort patch, uint changelist, FString branch)
Parameters
major
UInt16
minor
UInt16
patch
UInt16
changelist
UInt32
branch
FString
Methods
Write(UnrealBinaryWriter)
void Write(UnrealBinaryWriter writer)
Parameters
writer
UnrealBinaryWriter
FGenerationInfo
Namespace: UAssetAPI
Revision data for an Unreal package file.
public class FGenerationInfo
Inheritance Object → FGenerationInfo
Fields
ExportCount
Number of exports in the export map for this generation.
public int ExportCount;
NameCount
Number of names in the name map for this generation.
public int NameCount;
Constructors
FGenerationInfo(Int32, Int32)
public FGenerationInfo(int exportCount, int nameCount)
Parameters
exportCount
Int32
nameCount
Int32
Import
Namespace: UAssetAPI
UObject resource type for objects that are referenced by this package, but contained within another package.
public class Import
Fields
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex;
ClassPackage
public FName ClassPackage;
ClassName
public FName ClassName;
PackageName
Package Name this import belongs to. Can be none, in that case follow the outer chain until a set PackageName is found or until OuterIndex is null
public FName PackageName;
bImportOptional
public bool bImportOptional;
Constructors
Import(String, String, FPackageIndex, String, Boolean, UAsset)
public Import(string classPackage, string className, FPackageIndex outerIndex, string objectName, bool importOptional, UAsset asset)
Parameters
classPackage
String
className
String
outerIndex
FPackageIndex
objectName
String
importOptional
Boolean
asset
UAsset
Import(FName, FName, FPackageIndex, FName, Boolean)
public Import(FName classPackage, FName className, FPackageIndex outerIndex, FName objectName, bool importOptional)
Parameters
classPackage
FName
className
FName
outerIndex
FPackageIndex
objectName
FName
importOptional
Boolean
Import(AssetBinaryReader)
public Import(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Import()
public Import()
InvalidMappingsException
Namespace: UAssetAPI
public class InvalidMappingsException : System.InvalidOperationException, System.Runtime.Serialization.ISerializable
Inheritance Object → Exception → SystemException → InvalidOperationException → InvalidMappingsException
Implements ISerializable
Properties
TargetSite
public MethodBase TargetSite { get; }
Property Value
Message
public string Message { get; }
Property Value
Data
public IDictionary Data { get; }
Property Value
InnerException
public Exception InnerException { get; }
Property Value
HelpLink
public string HelpLink { get; set; }
Property Value
Source
public string Source { get; set; }
Property Value
HResult
public int HResult { get; set; }
Property Value
StackTrace
public string StackTrace { get; }
Property Value
Constructors
InvalidMappingsException(String)
public InvalidMappingsException(string message)
Parameters
message
String
MainSerializer
Namespace: UAssetAPI
The main serializer for most property types in UAssetAPI.
public static class MainSerializer
Inheritance Object → MainSerializer
Fields
AdditionalPropertyRegistry
public static String[] AdditionalPropertyRegistry;
Methods
GetNamesOfAssembliesReferencedBy(Assembly)
public static IEnumerable<string> GetNamesOfAssembliesReferencedBy(Assembly assembly)
Parameters
assembly
Assembly
Returns
GenerateUnversionedHeader(List`1&, FName, FName, UnrealPackage)
Generates an unversioned header based on a list of properties, and sorts the list in the correct order to be serialized.
public static FUnversionedHeader GenerateUnversionedHeader(List`1& data, FName parentName, FName parentModulePath, UnrealPackage asset)
Parameters
data
List`1&
The list of properties to sort and generate an unversioned header from.
parentName
FName
The name of the parent of all the properties.
parentModulePath
FName
The path to the module that the parent class/struct of this property is contained within.
asset
UnrealPackage
The UnrealPackage which the properties are contained within.
Returns
TypeToClass(FName, FName, AncestryInfo, FName, FName, UnrealPackage, AssetBinaryReader, Int32, EPropertyTagFlags, Int32, Boolean, Boolean)
Initializes the correct PropertyData class based off of serialized name, type, etc.
public static PropertyData TypeToClass(FName type, FName name, AncestryInfo ancestry, FName parentName, FName parentModulePath, UnrealPackage asset, AssetBinaryReader reader, int leng, EPropertyTagFlags propertyTagFlags, int ArrayIndex, bool includeHeader, bool isZero)
Parameters
type
FName
The serialized type of this property.
name
FName
The serialized name of this property.
ancestry
AncestryInfo
The ancestry of the parent of this property.
parentName
FName
The name of the parent class/struct of this property.
parentModulePath
FName
The path to the module that the parent class/struct of this property is contained within.
asset
UnrealPackage
The UnrealPackage which this property is contained within.
reader
AssetBinaryReader
The BinaryReader to read from. If left unspecified, you must call the PropertyData.Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext) method manually.
leng
Int32
The length of this property on disk in bytes.
propertyTagFlags
EPropertyTagFlags
Property tag flags, if available.
ArrayIndex
Int32
The duplication index of this property.
includeHeader
Boolean
Does this property serialize its header in the current context?
isZero
Boolean
Is the body of this property empty?
Returns
PropertyData
A new PropertyData instance based off of the passed parameters.
Read(AssetBinaryReader, AncestryInfo, FName, FName, FUnversionedHeader, Boolean)
Reads a property into memory.
public static PropertyData Read(AssetBinaryReader reader, AncestryInfo ancestry, FName parentName, FName parentModulePath, FUnversionedHeader header, bool includeHeader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from. The underlying stream should be at the position of the property to be read.
ancestry
AncestryInfo
The ancestry of the parent of this property.
parentName
FName
The name of the parent class/struct of this property.
parentModulePath
FName
The path to the module that the parent class/struct of this property is contained within.
header
FUnversionedHeader
The unversioned header to be used when reading this property. Leave null if none exists.
includeHeader
Boolean
Does this property serialize its header in the current context?
Returns
PropertyData
The property read from disk.
ReadFProperty(AssetBinaryReader)
Reads an FProperty into memory. Primarily used as a part of StructExport serialization.
public static FProperty ReadFProperty(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from. The underlying stream should be at the position of the FProperty to be read.
Returns
FProperty
The FProperty read from disk.
WriteFProperty(FProperty, AssetBinaryWriter)
Serializes an FProperty from memory.
public static void WriteFProperty(FProperty prop, AssetBinaryWriter writer)
Parameters
prop
FProperty
The FProperty to serialize.
writer
AssetBinaryWriter
The BinaryWriter to serialize the FProperty to.
ReadUProperty(AssetBinaryReader, FName)
Reads a UProperty into memory. Primarily used as a part of PropertyExport serialization.
public static UProperty ReadUProperty(AssetBinaryReader reader, FName serializedType)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from. The underlying stream should be at the position of the UProperty to be read.
serializedType
FName
The type of UProperty to be read.
Returns
UProperty
The FProperty read from disk.
ReadUProperty(AssetBinaryReader, Type)
Reads a UProperty into memory. Primarily used as a part of PropertyExport serialization.
public static UProperty ReadUProperty(AssetBinaryReader reader, Type requestedType)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from. The underlying stream should be at the position of the UProperty to be read.
requestedType
Type
The type of UProperty to be read.
Returns
UProperty
The FProperty read from disk.
ReadUProperty<T>(AssetBinaryReader)
Reads a UProperty into memory. Primarily used as a part of PropertyExport serialization.
public static T ReadUProperty<T>(AssetBinaryReader reader)
Type Parameters
T
Parameters
reader
AssetBinaryReader
The BinaryReader to read from. The underlying stream should be at the position of the UProperty to be read.
Returns
T
The FProperty read from disk.
WriteUProperty(UProperty, AssetBinaryWriter)
Serializes a UProperty from memory.
public static void WriteUProperty(UProperty prop, AssetBinaryWriter writer)
Parameters
prop
UProperty
The UProperty to serialize.
writer
AssetBinaryWriter
The BinaryWriter to serialize the UProperty to.
Write(PropertyData, AssetBinaryWriter, Boolean)
Serializes a property from memory.
public static int Write(PropertyData property, AssetBinaryWriter writer, bool includeHeader)
Parameters
property
PropertyData
The property to serialize.
writer
AssetBinaryWriter
The BinaryWriter to serialize the property to.
includeHeader
Boolean
Does this property serialize its header in the current context?
Returns
Int32
The serial offset where the length of the property is stored.
NameMapOutOfRangeException
Namespace: UAssetAPI
public class NameMapOutOfRangeException : System.FormatException, System.Runtime.Serialization.ISerializable
Inheritance Object → Exception → SystemException → FormatException → NameMapOutOfRangeException
Implements ISerializable
Fields
RequiredName
public FString RequiredName;
Properties
TargetSite
public MethodBase TargetSite { get; }
Property Value
Message
public string Message { get; }
Property Value
Data
public IDictionary Data { get; }
Property Value
InnerException
public Exception InnerException { get; }
Property Value
HelpLink
public string HelpLink { get; set; }
Property Value
Source
public string Source { get; set; }
Property Value
HResult
public int HResult { get; set; }
Property Value
StackTrace
public string StackTrace { get; }
Property Value
Constructors
NameMapOutOfRangeException(FString)
public NameMapOutOfRangeException(FString requiredName)
Parameters
requiredName
FString
PakBuilder
Namespace: UAssetAPI
public class PakBuilder : Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid, System.IDisposable
Inheritance Object → CriticalFinalizerObject → SafeHandle → SafeHandleZeroOrMinusOneIsInvalid → PakBuilder
Implements IDisposable
Properties
IsInvalid
public bool IsInvalid { get; }
Property Value
IsClosed
public bool IsClosed { get; }
Property Value
Constructors
PakBuilder()
public PakBuilder()
Methods
ReleaseHandle()
protected bool ReleaseHandle()
Returns
Key(Byte[])
public PakBuilder Key(Byte[] key)
Parameters
key
Byte[]
Returns
Compression(PakCompression[])
public PakBuilder Compression(PakCompression[] compressions)
Parameters
compressions
PakCompression[]
Returns
Writer(Stream, PakVersion, String, UInt64)
public PakWriter Writer(Stream stream, PakVersion version, string mountPoint, ulong pathHashSeed)
Parameters
stream
Stream
version
PakVersion
mountPoint
String
pathHashSeed
UInt64
Returns
Reader(Stream)
public PakReader Reader(Stream stream)
Parameters
stream
Stream
Returns
PakCompression
Namespace: UAssetAPI
public enum PakCompression
Inheritance Object → ValueType → Enum → PakCompression
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
PakReader
Namespace: UAssetAPI
public class PakReader : Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid, System.IDisposable
Inheritance Object → CriticalFinalizerObject → SafeHandle → SafeHandleZeroOrMinusOneIsInvalid → PakReader
Implements IDisposable
Properties
IsInvalid
public bool IsInvalid { get; }
Property Value
IsClosed
public bool IsClosed { get; }
Property Value
Constructors
PakReader(IntPtr, Stream)
public PakReader(IntPtr handle, Stream stream)
Parameters
handle
IntPtr
stream
Stream
Methods
ReleaseHandle()
protected bool ReleaseHandle()
Returns
GetMountPoint()
public string GetMountPoint()
Returns
GetVersion()
public PakVersion GetVersion()
Returns
Get(Stream, String)
public Byte[] Get(Stream stream, string path)
Parameters
stream
Stream
path
String
Returns
Files()
public String[] Files()
Returns
PakVersion
Namespace: UAssetAPI
public enum PakVersion
Inheritance Object → ValueType → Enum → PakVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
PakWriter
Namespace: UAssetAPI
public class PakWriter : Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid, System.IDisposable
Inheritance Object → CriticalFinalizerObject → SafeHandle → SafeHandleZeroOrMinusOneIsInvalid → PakWriter
Implements IDisposable
Properties
IsInvalid
public bool IsInvalid { get; }
Property Value
IsClosed
public bool IsClosed { get; }
Property Value
Constructors
PakWriter(IntPtr, IntPtr)
public PakWriter(IntPtr handle, IntPtr streamCtx)
Parameters
handle
IntPtr
streamCtx
IntPtr
Methods
ReleaseHandle()
protected bool ReleaseHandle()
Returns
WriteFile(String, Byte[])
public void WriteFile(string path, Byte[] data)
Parameters
path
String
data
Byte[]
WriteIndex()
public void WriteIndex()
RePakInterop
Namespace: UAssetAPI
public static class RePakInterop
Inheritance Object → RePakInterop
Fields
NativeLib
public static string NativeLib;
Methods
pak_setup_allocator()
public static IntPtr pak_setup_allocator()
Returns
pak_teardown_allocator()
public static IntPtr pak_teardown_allocator()
Returns
pak_builder_new()
public static IntPtr pak_builder_new()
Returns
pak_builder_drop(IntPtr)
public static void pak_builder_drop(IntPtr builder)
Parameters
builder
IntPtr
pak_reader_drop(IntPtr)
public static void pak_reader_drop(IntPtr reader)
Parameters
reader
IntPtr
pak_writer_drop(IntPtr)
public static void pak_writer_drop(IntPtr writer)
Parameters
writer
IntPtr
pak_buffer_drop(IntPtr, UInt64)
public static void pak_buffer_drop(IntPtr buffer, ulong length)
Parameters
buffer
IntPtr
length
UInt64
pak_cstring_drop(IntPtr)
public static void pak_cstring_drop(IntPtr cstrign)
Parameters
cstrign
IntPtr
pak_builder_key(IntPtr, Byte[])
public static IntPtr pak_builder_key(IntPtr builder, Byte[] key)
Parameters
builder
IntPtr
key
Byte[]
Returns
pak_builder_compression(IntPtr, Byte[], Int32)
public static IntPtr pak_builder_compression(IntPtr builder, Byte[] compressions, int length)
Parameters
builder
IntPtr
compressions
Byte[]
length
Int32
Returns
pak_builder_reader(IntPtr, StreamCallbacks)
public static IntPtr pak_builder_reader(IntPtr builder, StreamCallbacks ctx)
Parameters
builder
IntPtr
ctx
StreamCallbacks
Returns
pak_builder_writer(IntPtr, StreamCallbacks, PakVersion, String, UInt64)
public static IntPtr pak_builder_writer(IntPtr builder, StreamCallbacks ctx, PakVersion version, string mount_point, ulong path_hash_seed)
Parameters
builder
IntPtr
ctx
StreamCallbacks
version
PakVersion
mount_point
String
path_hash_seed
UInt64
Returns
pak_reader_version(IntPtr)
public static PakVersion pak_reader_version(IntPtr reader)
Parameters
reader
IntPtr
Returns
pak_reader_mount_point(IntPtr)
public static IntPtr pak_reader_mount_point(IntPtr reader)
Parameters
reader
IntPtr
Returns
pak_reader_get(IntPtr, String, StreamCallbacks, IntPtr&, UInt64&)
public static int pak_reader_get(IntPtr reader, string path, StreamCallbacks ctx, IntPtr& buffer, UInt64& length)
Parameters
reader
IntPtr
path
String
ctx
StreamCallbacks
buffer
IntPtr&
length
UInt64&
Returns
pak_reader_files(IntPtr, UInt64&)
public static IntPtr pak_reader_files(IntPtr reader, UInt64& length)
Parameters
reader
IntPtr
length
UInt64&
Returns
pak_drop_files(IntPtr, UInt64)
public static IntPtr pak_drop_files(IntPtr buffer, ulong length)
Parameters
buffer
IntPtr
length
UInt64
Returns
pak_writer_write_file(IntPtr, String, Byte[], Int32)
public static int pak_writer_write_file(IntPtr writer, string path, Byte[] data, int data_len)
Parameters
writer
IntPtr
path
String
data
Byte[]
data_len
Int32
Returns
pak_writer_write_index(IntPtr)
public static int pak_writer_write_index(IntPtr writer)
Parameters
writer
IntPtr
Returns
StreamCallbacks
Namespace: UAssetAPI
public static class StreamCallbacks
Inheritance Object → StreamCallbacks
Methods
Create(Stream)
public static StreamCallbacks Create(Stream stream)
Parameters
stream
Stream
Returns
Free(IntPtr)
public static void Free(IntPtr streamCtx)
Parameters
streamCtx
IntPtr
ReadCallback(IntPtr, IntPtr, UInt64)
public static long ReadCallback(IntPtr context, IntPtr buffer, ulong bufferLen)
Parameters
context
IntPtr
buffer
IntPtr
bufferLen
UInt64
Returns
WriteCallback(IntPtr, IntPtr, Int32)
public static int WriteCallback(IntPtr context, IntPtr buffer, int bufferLen)
Parameters
context
IntPtr
buffer
IntPtr
bufferLen
Int32
Returns
SeekCallback(IntPtr, Int64, Int32)
public static ulong SeekCallback(IntPtr context, long offset, int origin)
Parameters
context
IntPtr
offset
Int64
origin
Int32
Returns
FlushCallback(IntPtr)
public static int FlushCallback(IntPtr context)
Parameters
context
IntPtr
Returns
UAPUtils
Namespace: UAssetAPI
public static class UAPUtils
Fields
CurrentCommit
public static string CurrentCommit;
Methods
SerializeJson(Object, Boolean)
public static string SerializeJson(object obj, bool isFormatted)
Parameters
obj
Object
isFormatted
Boolean
Returns
FindAllInstances<T>(Object)
public static List<T> FindAllInstances<T>(object parent)
Type Parameters
T
Parameters
parent
Object
Returns
List<T>
Clamp<T>(T, T, T)
public static T Clamp<T>(T val, T min, T max)
Type Parameters
T
Parameters
val
T
min
T
max
T
Returns
T
GetOrderedFields<T>()
public static FieldInfo[] GetOrderedFields<T>()
Type Parameters
T
Returns
GetOrderedFields(Type)
public static FieldInfo[] GetOrderedFields(Type t)
Parameters
t
Type
Returns
GetOrderedMembers<T>()
public static MemberInfo[] GetOrderedMembers<T>()
Type Parameters
T
Returns
GetOrderedMembers(Type)
public static MemberInfo[] GetOrderedMembers(Type t)
Parameters
t
Type
Returns
GetValue(MemberInfo, Object)
public static object GetValue(MemberInfo memberInfo, object forObject)
Parameters
memberInfo
MemberInfo
forObject
Object
Returns
SetValue(MemberInfo, Object, Object)
public static void SetValue(MemberInfo memberInfo, object forObject, object forVal)
Parameters
memberInfo
MemberInfo
forObject
Object
forVal
Object
GetImportNameReferenceWithoutZero(Int32, UAsset)
public static FString GetImportNameReferenceWithoutZero(int j, UAsset asset)
Parameters
j
Int32
asset
UAsset
Returns
InterpretAsGuidAndConvertToUnsignedInts(String)
public static UInt32[] InterpretAsGuidAndConvertToUnsignedInts(string value)
Parameters
value
String
Returns
ConvertStringToByteArray(String)
public static Byte[] ConvertStringToByteArray(string val)
Parameters
val
String
Returns
ToUnsignedInts(Guid)
public static UInt32[] ToUnsignedInts(Guid value)
Parameters
value
Guid
Returns
GUID(UInt32, UInt32, UInt32, UInt32)
public static Guid GUID(uint value1, uint value2, uint value3, uint value4)
Parameters
value1
UInt32
value2
UInt32
value3
UInt32
value4
UInt32
Returns
ConvertToGUID(String)
public static Guid ConvertToGUID(string GuidString)
Parameters
GuidString
String
Returns
ConvertToString(Guid)
public static string ConvertToString(Guid val)
Parameters
val
Guid
Returns
ConvertHexStringToByteArray(String)
public static Byte[] ConvertHexStringToByteArray(string hexString)
Parameters
hexString
String
Returns
AlignPadding(Int64, Int32)
public static long AlignPadding(long pos, int align)
Parameters
pos
Int64
align
Int32
Returns
AlignPadding(Int32, Int32)
public static int AlignPadding(int pos, int align)
Parameters
pos
Int32
align
Int32
Returns
DivideAndRoundUp(Int32, Int32)
public static int DivideAndRoundUp(int a, int b)
Parameters
a
Int32
b
Int32
Returns
FixDirectorySeparatorsForDisk(String)
public static string FixDirectorySeparatorsForDisk(string path)
Parameters
path
String
Returns
SortByDependencies<T>(IEnumerable<T>, IDictionary<T, IList<T>>)
public static List<T> SortByDependencies<T>(IEnumerable<T> allExports, IDictionary<T, IList<T>> dependencies)
Type Parameters
T
Parameters
allExports
IEnumerable<T>
dependencies
IDictionary<T, IList<T>>
Returns
List<T>
UAsset
Namespace: UAssetAPI
Represents an Unreal Engine asset.
public class UAsset : UnrealPackage, UAssetAPI.IO.INameMap
Inheritance Object → UnrealPackage → UAsset
Implements INameMap
Fields
OtherAssetsFailedToAccess
public ISet<FName> OtherAssetsFailedToAccess;
LegacyFileVersion
The package file version number when this package was saved.
public int LegacyFileVersion;
Remarks:
The lower 16 bits stores the UE3 engine version, while the upper 16 bits stores the UE4/licensee version. For newer packages this is -7. VersionDescription-2indicates presence of enum-based custom versions-3indicates guid-based custom versions-4indicates removal of the UE3 version. Packages saved with this ID cannot be loaded in older engine versions-5indicates the replacement of writing out the "UE3 version" so older versions of engine can gracefully fail to open newer packages-6indicates optimizations to how custom versions are being serialized-7indicates the texture allocation info has been removed from the summary-8indicates that the UE5 version has been added to the summary
DataResourceVersion
The version to use for serializing data resources.
public EObjectDataResourceVersion DataResourceVersion;
DataResources
List of serialized UObject binary/bulk data resources.
public List<FObjectDataResource> DataResources;
UsesEventDrivenLoader
Whether or not this asset is loaded with the Event Driven Loader.
public bool UsesEventDrivenLoader;
WillSerializeNameHashes
Whether or not this asset serializes hashes in the name map. If null, this will be automatically determined based on the object version.
public Nullable<bool> WillSerializeNameHashes;
Imports
Map of object imports. UAssetAPI used to call these "links."
public List<Import> Imports;
DependsMap
List of dependency lists for each export.
public List<Int32[]> DependsMap;
SoftPackageReferenceList
List of packages that are soft referenced by this package.
public List<FString> SoftPackageReferenceList;
AssetRegistryData
Uncertain
public Byte[] AssetRegistryData;
BulkData
Any bulk data that is not stored in the export map.
public Byte[] BulkData;
ValorantGarbageData
Some garbage data that appears to be present in certain games (e.g. Valorant)
public Byte[] ValorantGarbageData;
SeaOfThievesGarbageData
Some garbage data that appears to be present in certain games (e.g. Sea of Thieves) null = not present empty array = present, but serialize as offset = 0, length = 0
public Byte[] SeaOfThievesGarbageData;
Generations
Data about previous versions of this package.
public List<FGenerationInfo> Generations;
PackageGuid
Current ID for this package. Effectively unused.
public Guid PackageGuid;
PersistentGuid
Current persistent ID for this package.
public Guid PersistentGuid;
RecordedEngineVersion
Engine version this package was saved with. This may differ from CompatibleWithEngineVersion for assets saved with a hotfix release.
public FEngineVersion RecordedEngineVersion;
RecordedCompatibleWithEngineVersion
Engine version this package is compatible with. Assets saved by Hotfix releases and engine versions that maintain binary compatibility will have a CompatibleWithEngineVersion.Patch that matches the original release (as opposed to SavedByEngineVersion which will have a patch version of the new release).
public FEngineVersion RecordedCompatibleWithEngineVersion;
ChunkIDs
Streaming install ChunkIDs
public Int32[] ChunkIDs;
PackageSource
Value that is used by the Unreal Engine to determine if the package was saved by Epic, a licensee, modder, etc.
public uint PackageSource;
FolderName
In UE4: "FolderName": The Generic Browser folder name that this package lives in. Usually "None" in cooked assets. In UE5: "PackageName": The package name the file was last saved with.
public FString FolderName;
OverrideNameMapHashes
A map of name map entries to hashes to use when serializing instead of the default engine hash algorithm. Useful when external programs improperly specify name map hashes and binary equality must be maintained.
public Dictionary<FString, uint> OverrideNameMapHashes;
LocalizationId
Localization ID of this package
public FString LocalizationId;
UASSET_MAGIC
Magic number for the .uasset format
public static uint UASSET_MAGIC;
ACE7_MAGIC
Magic number for Ace Combat 7 encrypted .uasset format
public static uint ACE7_MAGIC;
Info
Agent string to provide context in serialized JSON.
public string Info;
FilePath
The path of the file on disk that this asset represents. This does not need to be specified for regular parsing.
public string FilePath;
Mappings
The corresponding mapping data for the game that this asset is from. Optional unless unversioned properties are present.
public Usmap Mappings;
CustomSerializationFlags
List of custom serialization flags, used to override certain optional behavior in how UAssetAPI serializes assets.
public CustomSerializationFlags CustomSerializationFlags;
UseSeparateBulkDataFiles
Should the asset be split into separate .uasset, .uexp, and .ubulk files, as opposed to one single .uasset file?
public bool UseSeparateBulkDataFiles;
IsUnversioned
Should this asset not serialize its engine and custom versions?
public bool IsUnversioned;
FileVersionLicenseeUE
The licensee file version. Used by some games to add their own Engine-level versioning.
public int FileVersionLicenseeUE;
ObjectVersion
The object version of UE4 that will be used to parse this asset.
public ObjectVersion ObjectVersion;
ObjectVersionUE5
The object version of UE5 that will be used to parse this asset. Set to ObjectVersionUE5.UNKNOWN for UE4 games.
public ObjectVersionUE5 ObjectVersionUE5;
CustomVersionContainer
All the custom versions stored in the archive.
public List<CustomVersion> CustomVersionContainer;
GatherableTextData
Map of the gatherable text data.
public List<FGatherableTextData> GatherableTextData;
Exports
Map of object exports. UAssetAPI used to call these "categories."
public List<Export> Exports;
SearchableNames
List of Searchable Names, by object containing them. Sorted to keep order consistent.
public SortedDictionary<FPackageIndex, List<FName>> SearchableNames;
Thumbnails
Map of object full names to the thumbnails
public Dictionary<string, FObjectThumbnail> Thumbnails;
WorldTileInfo
Tile information used by WorldComposition. Defines properties necessary for tile positioning in the world.
public FWorldTileInfo WorldTileInfo;
MapStructTypeOverride
In MapProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct.
To that end, this dictionary maps MapProperty names to the type of the structs within them (tuple of key struct type and value struct type) if they are not None-terminated property lists.
public Dictionary<string, Tuple<FString, FString>> MapStructTypeOverride;
ArrayStructTypeOverride
IN ENGINE VERSIONS BEFORE ObjectVersion.VER_UE4_INNER_ARRAY_TAG_INFO:
In ArrayProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct. To that end, this dictionary maps ArrayProperty names to the type of the structs within them.
public Dictionary<string, FString> ArrayStructTypeOverride;
Properties
PackageFlags
The flags for this package.
public EPackageFlags PackageFlags { get; set; }
Property Value
HasUnversionedProperties
Whether or not this asset uses unversioned properties.
public bool HasUnversionedProperties { get; }
Property Value
IsFilterEditorOnly
Whether or not this asset has PKG_FilterEditorOnly flag.
public bool IsFilterEditorOnly { get; }
Property Value
Constructors
UAsset(String, EngineVersion, Usmap, CustomSerializationFlags)
Reads an asset from disk and initializes a new instance of the UAsset class to store its data in memory.
public UAsset(string path, EngineVersion engineVersion, Usmap mappings, CustomSerializationFlags customSerializationFlags)
Parameters
path
String
The path of the asset file on disk that this instance will read from.
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
UAsset(String, Boolean, EngineVersion, Usmap, CustomSerializationFlags)
Reads an asset from disk and initializes a new instance of the UAsset class to store its data in memory.
public UAsset(string path, bool loadUexp, EngineVersion engineVersion, Usmap mappings, CustomSerializationFlags customSerializationFlags)
Parameters
path
String
The path of the asset file on disk that this instance will read from.
loadUexp
Boolean
Whether to load the .uexp file. False only reads the .uasset file.
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
UAsset(AssetBinaryReader, EngineVersion, Usmap, Boolean, CustomSerializationFlags)
Reads an asset from a BinaryReader and initializes a new instance of the UAsset class to store its data in memory.
public UAsset(AssetBinaryReader reader, EngineVersion engineVersion, Usmap mappings, bool useSeparateBulkDataFiles, CustomSerializationFlags customSerializationFlags)
Parameters
reader
AssetBinaryReader
The asset's BinaryReader that this instance will read from. If a .uexp file exists, the .uexp file's data should be appended to the end of the .uasset file's data.
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
useSeparateBulkDataFiles
Boolean
Does this asset uses separate bulk data files (.uexp, .ubulk)?
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
UAsset(EngineVersion, Usmap, CustomSerializationFlags)
Initializes a new instance of the UAsset class. This instance will store no asset data and does not represent any asset in particular until the UAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.
public UAsset(EngineVersion engineVersion, Usmap mappings, CustomSerializationFlags customSerializationFlags)
Parameters
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
UAsset(String, ObjectVersion, ObjectVersionUE5, List<CustomVersion>, Usmap, CustomSerializationFlags)
Reads an asset from disk and initializes a new instance of the UAsset class to store its data in memory.
public UAsset(string path, ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer, Usmap mappings, CustomSerializationFlags customSerializationFlags)
Parameters
path
String
The path of the asset file on disk that this instance will read from.
objectVersion
ObjectVersion
The UE4 object version of the Unreal Engine that will be used to parse this asset.
objectVersionUE5
ObjectVersionUE5
The UE5 object version of the Unreal Engine that will be used to parse this asset.
customVersionContainer
List<CustomVersion>
A list of custom versions to parse this asset with.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
UAsset(AssetBinaryReader, ObjectVersion, ObjectVersionUE5, List<CustomVersion>, Usmap, Boolean, CustomSerializationFlags)
Reads an asset from a BinaryReader and initializes a new instance of the UAsset class to store its data in memory.
public UAsset(AssetBinaryReader reader, ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer, Usmap mappings, bool useSeparateBulkDataFiles, CustomSerializationFlags customSerializationFlags)
Parameters
reader
AssetBinaryReader
The asset's BinaryReader that this instance will read from.
objectVersion
ObjectVersion
The UE4 object version of the Unreal Engine that will be used to parse this asset.
objectVersionUE5
ObjectVersionUE5
The UE5 object version of the Unreal Engine that will be used to parse this asset.
customVersionContainer
List<CustomVersion>
A list of custom versions to parse this asset with.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
useSeparateBulkDataFiles
Boolean
Does this asset uses separate bulk data files (.uexp, .ubulk)?
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
UAsset(ObjectVersion, ObjectVersionUE5, List<CustomVersion>, Usmap, CustomSerializationFlags)
Initializes a new instance of the UAsset class. This instance will store no asset data and does not represent any asset in particular until the UAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.
public UAsset(ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer, Usmap mappings, CustomSerializationFlags customSerializationFlags)
Parameters
objectVersion
ObjectVersion
The UE4 object version of the Unreal Engine that will be used to parse this asset.
objectVersionUE5
ObjectVersionUE5
The UE5 object version of the Unreal Engine that will be used to parse this asset.
customVersionContainer
List<CustomVersion>
A list of custom versions to parse this asset with.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
customSerializationFlags
CustomSerializationFlags
A set of custom serialization flags, which can be used to override certain optional behavior in how UAssetAPI serializes assets.
UAsset()
Initializes a new instance of the UAsset class. This instance will store no asset data and does not represent any asset in particular until the UAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.
public UAsset()
Methods
VerifyBinaryEquality()
Checks whether or not this asset maintains binary equality when serialized.
public bool VerifyBinaryEquality()
Returns
Boolean
Whether or not the asset maintained binary equality.
GetParentClass(FName&, FName&)
Finds the class path and export name of the SuperStruct of this asset, if it exists.
public void GetParentClass(FName& parentClassPath, FName& parentClassExportName)
Parameters
parentClassPath
FName&
The class path of the SuperStruct of this asset, if it exists.
parentClassExportName
FName&
The export name of the SuperStruct of this asset, if it exists.
GetParentClassExportName(FName&)
internal FName GetParentClassExportName(FName& modulePath)
Parameters
modulePath
FName&
Returns
AddImport(Import)
Adds a new import to the import map. This is equivalent to adding directly to the UAsset.Imports list.
public FPackageIndex AddImport(Import li)
Parameters
li
Import
The new import to add to the import map.
Returns
FPackageIndex
The FPackageIndex corresponding to the newly-added import.
SearchForImport(FName, FName, FPackageIndex, FName)
Searches for an import in the import map based off of certain parameters.
public int SearchForImport(FName classPackage, FName className, FPackageIndex outerIndex, FName objectName)
Parameters
classPackage
FName
The ClassPackage that the requested import will have.
className
FName
The ClassName that the requested import will have.
outerIndex
FPackageIndex
The CuterIndex that the requested import will have.
objectName
FName
The ObjectName that the requested import will have.
Returns
Int32
The index of the requested import in the name map, or zero if one could not be found.
SearchForImport(FName, FName, FName)
Searches for an import in the import map based off of certain parameters.
public int SearchForImport(FName classPackage, FName className, FName objectName)
Parameters
classPackage
FName
The ClassPackage that the requested import will have.
className
FName
The ClassName that the requested import will have.
objectName
FName
The ObjectName that the requested import will have.
Returns
Int32
The index of the requested import in the name map, or zero if one could not be found.
SearchForImport(FName)
Searches for an import in the import map based off of certain parameters.
public int SearchForImport(FName objectName)
Parameters
objectName
FName
The ObjectName that the requested import will have.
Returns
Int32
The index of the requested import in the name map, or zero if one could not be found.
PullSchemasFromAnotherAsset(FName, FName)
public bool PullSchemasFromAnotherAsset(FName path, FName desiredObject)
Parameters
path
FName
desiredObject
FName
Returns
CopySplitUp(Stream, Stream, Int32, Int32)
Copies a portion of a stream to another stream.
internal static void CopySplitUp(Stream input, Stream output, int start, int leng)
Parameters
input
Stream
The input stream.
output
Stream
The output stream.
start
Int32
The offset in the input stream to start copying from.
leng
Int32
The length in bytes of the data to be copied.
Read(AssetBinaryReader, Int32[], Int32[])
Reads an asset into memory.
public void Read(AssetBinaryReader reader, Int32[] manualSkips, Int32[] forceReads)
Parameters
reader
AssetBinaryReader
The input reader.
manualSkips
Int32[]
An array of export indices to skip parsing. For most applications, this should be left blank.
forceReads
Int32[]
An array of export indices that must be read, overriding entries in the manualSkips parameter. For most applications, this should be left blank.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
WriteData()
Serializes an asset from memory.
public MemoryStream WriteData()
Returns
MemoryStream
A new MemoryStream containing the full binary data of the serialized asset.
Write(MemoryStream&, MemoryStream&)
Serializes and writes an asset to two split streams (.uasset and .uexp) from memory.
public void Write(MemoryStream& uassetStream, MemoryStream& uexpStream)
Parameters
uassetStream
MemoryStream&
A stream containing the contents of the .uasset file.
uexpStream
MemoryStream&
A stream containing the contents of the .uexp file, if needed, otherwise null.
Exceptions
UnknownEngineVersionException
Thrown when ObjectVersion is unspecified.
Write(String)
Serializes and writes an asset to disk from memory.
public void Write(string outputPath)
Parameters
outputPath
String
The path on disk to write the asset to.
Exceptions
UnknownEngineVersionException
Thrown when ObjectVersion is unspecified.
SerializeJson(Boolean)
Serializes this asset as JSON.
public string SerializeJson(bool isFormatted)
Parameters
isFormatted
Boolean
Whether or not the returned JSON string should be indented.
Returns
String
A serialized JSON string that represents the asset.
SerializeJson(Formatting)
Serializes this asset as JSON.
public string SerializeJson(Formatting jsonFormatting)
Parameters
jsonFormatting
Formatting
The formatting to use for the returned JSON string.
Returns
String
A serialized JSON string that represents the asset.
SerializeJsonObject(Object, Boolean)
Serializes an object as JSON.
public string SerializeJsonObject(object value, bool isFormatted)
Parameters
value
Object
The object to serialize as JSON.
isFormatted
Boolean
Whether or not the returned JSON string should be indented.
Returns
String
A serialized JSON string that represents the object.
SerializeJsonObject(Object, Formatting)
Serializes an object as JSON.
public string SerializeJsonObject(object value, Formatting jsonFormatting)
Parameters
value
Object
The object to serialize as JSON.
jsonFormatting
Formatting
The formatting to use for the returned JSON string.
Returns
String
A serialized JSON string that represents the object.
DeserializeJsonObject<T>(String)
Deserializes an object from JSON.
public T DeserializeJsonObject<T>(string json)
Type Parameters
T
Parameters
json
String
A serialized JSON string to parse.
Returns
T
DeserializeJson(String)
Reads an asset from serialized JSON and initializes a new instance of the UAsset class to store its data in memory.
public static UAsset DeserializeJson(string json)
Parameters
json
String
A serialized JSON string to parse.
Returns
DeserializeJson(Stream)
Reads an asset from serialized JSON and initializes a new instance of the UAsset class to store its data in memory.
public static UAsset DeserializeJson(Stream stream)
Parameters
stream
Stream
A stream containing serialized JSON string to parse.
Returns
UnknownEngineVersionException
Namespace: UAssetAPI
public class UnknownEngineVersionException : System.InvalidOperationException, System.Runtime.Serialization.ISerializable
Inheritance Object → Exception → SystemException → InvalidOperationException → UnknownEngineVersionException
Implements ISerializable
Properties
TargetSite
public MethodBase TargetSite { get; }
Property Value
Message
public string Message { get; }
Property Value
Data
public IDictionary Data { get; }
Property Value
InnerException
public Exception InnerException { get; }
Property Value
HelpLink
public string HelpLink { get; set; }
Property Value
Source
public string Source { get; set; }
Property Value
HResult
public int HResult { get; set; }
Property Value
StackTrace
public string StackTrace { get; }
Property Value
Constructors
UnknownEngineVersionException(String)
public UnknownEngineVersionException(string message)
Parameters
message
String
UnrealBinaryReader
Namespace: UAssetAPI
Any binary reader used in the parsing of Unreal file types.
public class UnrealBinaryReader : System.IO.BinaryReader, System.IDisposable
Inheritance Object → BinaryReader → UnrealBinaryReader
Implements IDisposable
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
UnrealBinaryReader(Stream)
public UnrealBinaryReader(Stream stream)
Parameters
stream
Stream
Methods
ReverseIfBigEndian(Byte[])
protected Byte[] ReverseIfBigEndian(Byte[] data)
Parameters
data
Byte[]
Returns
ReadInt16()
public short ReadInt16()
Returns
ReadUInt16()
public ushort ReadUInt16()
Returns
ReadInt32()
public int ReadInt32()
Returns
ReadUInt32()
public uint ReadUInt32()
Returns
ReadInt64()
public long ReadInt64()
Returns
ReadUInt64()
public ulong ReadUInt64()
Returns
ReadSingle()
public float ReadSingle()
Returns
ReadDouble()
public double ReadDouble()
Returns
ReadBooleanInt()
public bool ReadBooleanInt()
Returns
ReadString()
public string ReadString()
Returns
ReadFString(FSerializedNameHeader)
public FString ReadFString(FSerializedNameHeader nameHeader)
Parameters
nameHeader
FSerializedNameHeader
Returns
ReadNameMapString(FSerializedNameHeader, UInt32&)
public FString ReadNameMapString(FSerializedNameHeader nameHeader, UInt32& hashes)
Parameters
nameHeader
FSerializedNameHeader
hashes
UInt32&
Returns
ReadNameBatch(Boolean, UInt64&, List`1&)
public void ReadNameBatch(bool VerifyHashes, UInt64& HashVersion, List`1& nameMap)
Parameters
VerifyHashes
Boolean
HashVersion
UInt64&
nameMap
List`1&
ReadCustomVersionContainer(ECustomVersionSerializationFormat, List<CustomVersion>, Usmap)
public List<CustomVersion> ReadCustomVersionContainer(ECustomVersionSerializationFormat format, List<CustomVersion> oldCustomVersionContainer, Usmap Mappings)
Parameters
format
ECustomVersionSerializationFormat
oldCustomVersionContainer
List<CustomVersion>
Mappings
Usmap
Returns
UnrealBinaryWriter
Namespace: UAssetAPI
Any binary writer used in the parsing of Unreal file types.
public class UnrealBinaryWriter : System.IO.BinaryWriter, System.IDisposable, System.IAsyncDisposable
Inheritance Object → BinaryWriter → UnrealBinaryWriter
Implements IDisposable, IAsyncDisposable
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
UnrealBinaryWriter()
public UnrealBinaryWriter()
UnrealBinaryWriter(Stream)
public UnrealBinaryWriter(Stream stream)
Parameters
stream
Stream
UnrealBinaryWriter(Stream, Encoding)
public UnrealBinaryWriter(Stream stream, Encoding encoding)
Parameters
stream
Stream
encoding
Encoding
UnrealBinaryWriter(Stream, Encoding, Boolean)
public UnrealBinaryWriter(Stream stream, Encoding encoding, bool leaveOpen)
Parameters
stream
Stream
encoding
Encoding
leaveOpen
Boolean
Methods
ReverseIfBigEndian(Byte[])
protected Byte[] ReverseIfBigEndian(Byte[] data)
Parameters
data
Byte[]
Returns
Write(Int16)
public void Write(short value)
Parameters
value
Int16
Write(UInt16)
public void Write(ushort value)
Parameters
value
UInt16
Write(Int32)
public void Write(int value)
Parameters
value
Int32
Write(UInt32)
public void Write(uint value)
Parameters
value
UInt32
Write(Int64)
public void Write(long value)
Parameters
value
Int64
Write(UInt64)
public void Write(ulong value)
Parameters
value
UInt64
Write(Single)
public void Write(float value)
Parameters
value
Single
Write(Double)
public void Write(double value)
Parameters
value
Double
Write(String)
public void Write(string value)
Parameters
value
String
Write(FString)
public int Write(FString value)
Parameters
value
FString
Returns
WriteNameBatch(UInt64, IList<FString>)
public void WriteNameBatch(ulong HashVersion, IList<FString> nameMap)
Parameters
HashVersion
UInt64
nameMap
IList<FString>
WriteCustomVersionContainer(ECustomVersionSerializationFormat, List<CustomVersion>)
public void WriteCustomVersionContainer(ECustomVersionSerializationFormat format, List<CustomVersion> CustomVersionContainer)
Parameters
format
ECustomVersionSerializationFormat
CustomVersionContainer
List<CustomVersion>
UnrealPackage
Namespace: UAssetAPI
public abstract class UnrealPackage : UAssetAPI.IO.INameMap
Inheritance Object → UnrealPackage
Implements INameMap
Fields
Info
Agent string to provide context in serialized JSON.
public string Info;
FilePath
The path of the file on disk that this asset represents. This does not need to be specified for regular parsing.
public string FilePath;
Mappings
The corresponding mapping data for the game that this asset is from. Optional unless unversioned properties are present.
public Usmap Mappings;
CustomSerializationFlags
List of custom serialization flags, used to override certain optional behavior in how UAssetAPI serializes assets.
public CustomSerializationFlags CustomSerializationFlags;
UseSeparateBulkDataFiles
Should the asset be split into separate .uasset, .uexp, and .ubulk files, as opposed to one single .uasset file?
public bool UseSeparateBulkDataFiles;
IsUnversioned
Should this asset not serialize its engine and custom versions?
public bool IsUnversioned;
FileVersionLicenseeUE
The licensee file version. Used by some games to add their own Engine-level versioning.
public int FileVersionLicenseeUE;
ObjectVersion
The object version of UE4 that will be used to parse this asset.
public ObjectVersion ObjectVersion;
ObjectVersionUE5
The object version of UE5 that will be used to parse this asset. Set to ObjectVersionUE5.UNKNOWN for UE4 games.
public ObjectVersionUE5 ObjectVersionUE5;
CustomVersionContainer
All the custom versions stored in the archive.
public List<CustomVersion> CustomVersionContainer;
GatherableTextData
Map of the gatherable text data.
public List<FGatherableTextData> GatherableTextData;
Exports
Map of object exports. UAssetAPI used to call these "categories."
public List<Export> Exports;
SearchableNames
List of Searchable Names, by object containing them. Sorted to keep order consistent.
public SortedDictionary<FPackageIndex, List<FName>> SearchableNames;
Thumbnails
Map of object full names to the thumbnails
public Dictionary<string, FObjectThumbnail> Thumbnails;
WorldTileInfo
Tile information used by WorldComposition. Defines properties necessary for tile positioning in the world.
public FWorldTileInfo WorldTileInfo;
MapStructTypeOverride
In MapProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct.
To that end, this dictionary maps MapProperty names to the type of the structs within them (tuple of key struct type and value struct type) if they are not None-terminated property lists.
public Dictionary<string, Tuple<FString, FString>> MapStructTypeOverride;
ArrayStructTypeOverride
IN ENGINE VERSIONS BEFORE ObjectVersion.VER_UE4_INNER_ARRAY_TAG_INFO:
In ArrayProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct. To that end, this dictionary maps ArrayProperty names to the type of the structs within them.
public Dictionary<string, FString> ArrayStructTypeOverride;
Properties
PackageFlags
The flags for this package.
public EPackageFlags PackageFlags { get; set; }
Property Value
HasUnversionedProperties
Whether or not this asset uses unversioned properties.
public bool HasUnversionedProperties { get; }
Property Value
IsFilterEditorOnly
Whether or not this asset has PKG_FilterEditorOnly flag.
public bool IsFilterEditorOnly { get; }
Property Value
Methods
FixNameMapLookupIfNeeded()
internal void FixNameMapLookupIfNeeded()
GetNameMapIndexList()
Returns the name map as a read-only list of FStrings.
public IReadOnlyList<FString> GetNameMapIndexList()
Returns
IReadOnlyList<FString>
The name map as a read-only list of FStrings.
ClearNameIndexList()
Clears the name map. This method should be used with extreme caution, as it may break unparsed references to the name map.
public void ClearNameIndexList()
SetNameReference(Int32, FString)
Replaces a value in the name map at a particular index.
public void SetNameReference(int index, FString value)
Parameters
index
Int32
The index to overwrite in the name map.
value
FString
The value that will be replaced in the name map.
GetNameReference(Int32)
Gets a value in the name map at a particular index.
public FString GetNameReference(int index)
Parameters
index
Int32
The index to return the value at.
Returns
FString
The value at the index provided.
GetNameReferenceWithoutZero(Int32)
Gets a value in the name map at a particular index, but with the index zero being treated as if it is not valid.
public FString GetNameReferenceWithoutZero(int index)
Parameters
index
Int32
The index to return the value at.
Returns
FString
The value at the index provided.
ContainsNameReference(FString)
Checks whether or not the value exists in the name map.
public bool ContainsNameReference(FString search)
Parameters
search
FString
The value to search the name map for.
Returns
Boolean
true if the value appears in the name map, otherwise false.
SearchNameReference(FString)
Searches the name map for a particular value.
public int SearchNameReference(FString search)
Parameters
search
FString
The value to search the name map for.
Returns
Int32
The index at which the value appears in the name map.
Exceptions
NameMapOutOfRangeException
Thrown when the value provided does not appear in the name map.
AddNameReference(FString, Boolean)
Adds a new value to the name map.
public int AddNameReference(FString name, bool forceAddDuplicates)
Parameters
name
FString
The value to add to the name map.
forceAddDuplicates
Boolean
Whether or not to add a new entry if the value provided already exists in the name map.
Returns
Int32
The index of the new value in the name map. If the value already existed in the name map beforehand, that index will be returned instead.
Exceptions
ArgumentException
Thrown when forceAddDuplicates is false and the value provided is null or empty.
CanCreateDummies()
Whether or not we can create dummies in this name map. If false, attempting to define a dummy will append to the name map instead.
public bool CanCreateDummies()
Returns
Boolean
A boolean.
PathToStream(String, Boolean)
Creates a MemoryStream from an asset path.
public MemoryStream PathToStream(string p, bool loadUEXP)
Parameters
p
String
The path to the input file.
loadUEXP
Boolean
Whether to load the UEXP file. False only reads the UASSET.
Returns
MemoryStream
A new MemoryStream that stores the binary data of the input file.
PathToReader(String, Boolean)
Creates a BinaryReader from an asset path.
public AssetBinaryReader PathToReader(string p, bool loadUEXP)
Parameters
p
String
The path to the input file.
loadUEXP
Boolean
Whether to load the .uexp file. False only reads the .uasset file.
Returns
AssetBinaryReader
A new BinaryReader that stores the binary data of the input file.
GetClassExport()
Searches for and returns this asset's ClassExport, if one exists.
public ClassExport GetClassExport()
Returns
ClassExport
The asset's ClassExport if one exists, otherwise null.
GetParentClass(FName&, FName&)
Finds the class path and export name of the SuperStruct of this asset, if it exists.
public void GetParentClass(FName& parentClassPath, FName& parentClassExportName)
Parameters
parentClassPath
FName&
The class path of the SuperStruct of this asset, if it exists.
parentClassExportName
FName&
The export name of the SuperStruct of this asset, if it exists.
GetParentClassExportName(FName&)
internal FName GetParentClassExportName(FName& modulePath)
Parameters
modulePath
FName&
Returns
ResolveAncestries()
Resolves the ancestry of all properties present in this asset.
public void ResolveAncestries()
FindAssetOnDiskFromPath(String)
Attempt to find another asset on disk given an asset path (i.e. one starting with /Game/).
public string FindAssetOnDiskFromPath(string path)
Parameters
path
String
The asset path.
Returns
String
The path to the file on disk, or null if none could be found.
PullSchemasFromAnotherAsset(FName, FName)
Pull necessary schemas from another asset on disk by examining its StructExports. Updates the mappings in-situ.
public bool PullSchemasFromAnotherAsset(FName path, FName desiredObject)
Parameters
path
FName
The relative path or name to the other asset.
desiredObject
FName
The object that this asset is being accessed for. Optional.
Returns
Boolean
Whether or not the operation was completed successfully.
SetEngineVersion(EngineVersion)
Sets the version of the Unreal Engine to use in serialization.
public void SetEngineVersion(EngineVersion newVersion)
Parameters
newVersion
EngineVersion
The new version of the Unreal Engine to use in serialization.
Exceptions
InvalidOperationException
Thrown when an invalid EngineVersion is specified.
GetEngineVersion(ObjectVersion, ObjectVersionUE5, List<CustomVersion>)
public static EngineVersion GetEngineVersion(ObjectVersion objectVersion, ObjectVersionUE5 objectVersionUE5, List<CustomVersion> customVersionContainer)
Parameters
objectVersion
ObjectVersion
objectVersionUE5
ObjectVersionUE5
customVersionContainer
List<CustomVersion>
Returns
GetEngineVersion()
Estimates the retail version of the Unreal Engine based on the object and custom versions.
public EngineVersion GetEngineVersion()
Returns
EngineVersion
The estimated retail version of the Unreal Engine.
GetCustomVersion(Guid)
Fetches the version of a custom version in this asset.
public int GetCustomVersion(Guid key)
Parameters
key
Guid
The GUID of the custom version to retrieve.
Returns
Int32
The version of the retrieved custom version.
GetCustomVersion(String)
Fetches the version of a custom version in this asset.
public int GetCustomVersion(string friendlyName)
Parameters
friendlyName
String
The friendly name of the custom version to retrieve.
Returns
Int32
The version of the retrieved custom version.
GetCustomVersion<T>()
Fetches a custom version's enum value based off of its type.
public T GetCustomVersion<T>()
Type Parameters
T
The enum type of the custom version to retrieve.
Returns
T
The enum value of the requested custom version.
Exceptions
ArgumentException
Thrown when T is not an enumerated type.
GuessCustomVersionFromTypeAndEngineVersion(EngineVersion, Type)
public static int GuessCustomVersionFromTypeAndEngineVersion(EngineVersion chosenVersion, Type typ)
Parameters
chosenVersion
EngineVersion
typ
Type
Returns
GetDefaultCustomVersionContainer(EngineVersion)
Fetches a list of all default custom versions for a specific Unreal version.
public static List<CustomVersion> GetDefaultCustomVersionContainer(EngineVersion chosenVersion)
Parameters
chosenVersion
EngineVersion
The version of the engine to check against.
Returns
List<CustomVersion>
A list of all the default custom version values for the given engine version.
ParseExport(AssetBinaryReader, Int32, Boolean)
Read an export from disk.
public void ParseExport(AssetBinaryReader reader, int i, bool read)
Parameters
reader
AssetBinaryReader
The binary reader.
i
Int32
The index of the export in the export map to read.
read
Boolean
Whether or not to serialize the body of the export. If false, simply converts to the respective sub-type.
ConvertExportToChildExportAndRead(AssetBinaryReader, Int32, Boolean)
public void ConvertExportToChildExportAndRead(AssetBinaryReader reader, int i, bool read)
Parameters
reader
AssetBinaryReader
i
Int32
read
Boolean
Read(AssetBinaryReader, Int32[], Int32[])
Reads an asset into memory.
public void Read(AssetBinaryReader reader, Int32[] manualSkips, Int32[] forceReads)
Parameters
reader
AssetBinaryReader
The input reader.
manualSkips
Int32[]
An array of export indexes to skip parsing. For most applications, this should be left blank.
forceReads
Int32[]
An array of export indexes that must be read, overriding entries in the manualSkips parameter. For most applications, this should be left blank.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and UnrealPackage.ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
WriteData()
Serializes an asset from memory.
public MemoryStream WriteData()
Returns
MemoryStream
A stream that the asset has been serialized to.
Write(MemoryStream&, MemoryStream&)
Serializes and writes an asset to two split streams (.uasset and .uexp) from memory.
public void Write(MemoryStream& uassetStream, MemoryStream& uexpStream)
Parameters
uassetStream
MemoryStream&
A stream containing the contents of the .uasset file.
uexpStream
MemoryStream&
A stream containing the contents of the .uexp file, if needed, otherwise null.
Exceptions
UnknownEngineVersionException
Thrown when UnrealPackage.ObjectVersion is unspecified.
Write(String)
Serializes and writes an asset to disk from memory.
public void Write(string outputPath)
Parameters
outputPath
String
The path on disk to write the asset to.
Exceptions
UnknownEngineVersionException
Thrown when UnrealPackage.ObjectVersion is unspecified.
UsmapBinaryReader
Namespace: UAssetAPI
Reads primitive data types from .usmap files.
public class UsmapBinaryReader : System.IO.BinaryReader, System.IDisposable
Inheritance Object → BinaryReader → UsmapBinaryReader
Implements IDisposable
Fields
File
public Usmap File;
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
UsmapBinaryReader(Stream, Usmap)
public UsmapBinaryReader(Stream stream, Usmap file)
Parameters
stream
Stream
file
Usmap
Methods
ReadInt16()
public short ReadInt16()
Returns
ReadUInt16()
public ushort ReadUInt16()
Returns
ReadInt32()
public int ReadInt32()
Returns
ReadUInt32()
public uint ReadUInt32()
Returns
ReadInt64()
public long ReadInt64()
Returns
ReadUInt64()
public ulong ReadUInt64()
Returns
ReadSingle()
public float ReadSingle()
Returns
ReadDouble()
public double ReadDouble()
Returns
ReadString()
public string ReadString()
Returns
ReadString(Int32)
public string ReadString(int fixedLength)
Parameters
fixedLength
Int32
Returns
ReadName()
public string ReadName()
Returns
FAnimPhysObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in Dev-AnimPhys stream
public enum FAnimPhysObjectVersion
Inheritance Object → ValueType → Enum → FAnimPhysObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
ConvertAnimNodeLookAtAxis | 1 | convert animnode look at to use just default axis instead of enum, which doesn't do much |
BoxSphylElemsUseRotators | 2 | Change FKSphylElem and FKBoxElem to use Rotators not Quats for easier editing |
ThumbnailSceneInfoAndAssetImportDataAreTransactional | 3 | Change thumbnail scene info and asset import data to be transactional |
AddedClothingMaskWorkflow | 4 | Enabled clothing masks rather than painting parameters directly |
RemoveUIDFromSmartNameSerialize | 5 | Remove UID from smart name serialize, it just breaks determinism |
CreateTargetReference | 6 | Convert FName Socket to FSocketReference and added TargetReference that support bone and socket |
TuneSoftLimitStiffnessAndDamping | 7 | Tune soft limit stiffness and damping coefficients |
FixInvalidClothParticleMasses | 8 | Fix possible inf/nans in clothing particle masses |
CacheClothMeshInfluences | 9 | Moved influence count to cached data |
SmartNameRefactorForDeterministicCooking | 10 | Remove GUID from Smart Names entirely + remove automatic name fixup |
RenameDisableAnimCurvesToAllowAnimCurveEvaluation | 11 | rename the variable and allow individual curves to be set |
AddLODToCurveMetaData | 12 | link curve to LOD, so curve metadata has to include LODIndex |
FixupBadBlendProfileReferences | 13 | Fixed blend profile references persisting after paste when they aren't compatible |
AllowMultipleAudioPluginSettings | 14 | Allowing multiple audio plugin settings |
ChangeRetargetSourceReferenceToSoftObjectPtr | 15 | Change RetargetSource reference to SoftObjectPtr |
SaveEditorOnlyFullPoseForPoseAsset | 16 | Save editor only full pose for pose asset |
GeometryCacheAssetDeprecation | 17 | Asset change and cleanup to facilitate new streaming system |
FAssetRegistryVersion
Namespace: UAssetAPI.CustomVersions
Version used for serializing asset registry caches, both runtime and editor
public enum FAssetRegistryVersion
Inheritance Object → ValueType → Enum → FAssetRegistryVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
PreVersioning | 0 | From before file versioning was implemented |
HardSoftDependencies | 1 | The first version of the runtime asset registry to include file versioning. |
AddAssetRegistryState | 2 | Added FAssetRegistryState and support for piecemeal serialization |
ChangedAssetData | 3 | AssetData serialization format changed, versions before this are not readable |
RemovedMD5Hash | 4 | Removed MD5 hash from package data |
AddedHardManage | 5 | Added hard/soft manage references |
AddedCookedMD5Hash | 6 | Added MD5 hash of cooked package to package data |
AddedDependencyFlags | 7 | Added UE::AssetRegistry::EDependencyProperty to each dependency |
FixedTags | 8 | Major tag format change that replaces USE_COMPACT_ASSET_REGISTRY: |
WorkspaceDomain | 9 | Added Version information to AssetPackageData |
PackageImportedClasses | 10 | Added ImportedClasses to AssetPackageData |
PackageFileSummaryVersionChange | 11 | A new version number of UE5 was added to FPackageFileSummary |
ObjectResourceOptionalVersionChange | 12 | Change to linker export/import resource serializationn |
AddedChunkHashes | 13 | Added FIoHash for each FIoChunkId in the package to the AssetPackageData. |
ClassPaths | 14 | Classes are serialized as path names rather than short object names, e.g. /Script/Engine.StaticMesh |
RemoveAssetPathFNames | 15 | Asset bundles are serialized as FTopLevelAssetPath instead of FSoftObjectPath, deprecated FAssetData::ObjectPath |
AddedHeader | 16 | Added header with bFilterEditorOnlyData flag |
AssetPackageDataHasExtension | 17 | Added Extension to AssetPackageData. |
FCoreObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in Dev-Core stream.
public enum FCoreObjectVersion
Inheritance Object → ValueType → Enum → FCoreObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
FEditorObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in Dev-Editor stream.
public enum FEditorObjectVersion
Inheritance Object → ValueType → Enum → FEditorObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
GatheredTextProcessVersionFlagging | 1 | Localizable text gathered and stored in packages is now flagged with a localizable text gathering process version |
GatheredTextPackageCacheFixesV1 | 2 | Fixed several issues with the gathered text cache stored in package headers |
RootMetaDataSupport | 3 | Added support for "root" meta-data (meta-data not associated with a particular object in a package) |
GatheredTextPackageCacheFixesV2 | 4 | Fixed issues with how Blueprint bytecode was cached |
TextFormatArgumentDataIsVariant | 5 | Updated FFormatArgumentData to allow variant data to be marshaled from a BP into C++ |
SplineComponentCurvesInStruct | 6 | Changes to SplineComponent |
ComboBoxControllerSupportUpdate | 7 | Updated ComboBox to support toggling the menu open, better controller support |
RefactorMeshEditorMaterials | 8 | Refactor mesh editor materials |
AddedFontFaceAssets | 9 | Added UFontFace assets |
UPropertryForMeshSection | 10 | Add UPROPERTY for TMap of Mesh section, so the serialize will be done normally (and export to text will work correctly) |
WidgetGraphSchema | 11 | Update the schema of all widget blueprints to use the WidgetGraphSchema |
AddedBackgroundBlurContentSlot | 12 | Added a specialized content slot to the background blur widget |
StableUserDefinedEnumDisplayNames | 13 | Updated UserDefinedEnums to have stable keyed display names |
AddedInlineFontFaceAssets | 14 | Added "Inline" option to UFontFace assets |
UPropertryForMeshSectionSerialize | 15 | Fix a serialization issue with static mesh FMeshSectionInfoMap FProperty |
FastWidgetTemplates | 16 | Adding a version bump for the new fast widget construction in case of problems. |
MaterialThumbnailRenderingChanges | 17 | Update material thumbnails to be more intelligent on default primitive shape for certain material types |
NewSlateClippingSystem | 18 | Introducing a new clipping system for Slate/UMG |
MovieSceneMetaDataSerialization | 19 | MovieScene Meta Data added as native Serialization |
GatheredTextEditorOnlyPackageLocId | 20 | Text gathered from properties now adds two variants: a version without the package localization ID (for use at runtime), and a version with it (which is editor-only) |
AddedAlwaysSignNumberFormattingOption | 21 | Added AlwaysSign to FNumberFormattingOptions |
AddedMaterialSharedInputs | 22 | Added additional objects that must be serialized as part of this new material feature |
AddedMorphTargetSectionIndices | 23 | Added morph target section indices |
SerializeInstancedStaticMeshRenderData | 24 | Serialize the instanced static mesh render data, to avoid building it at runtime |
MeshDescriptionNewSerialization_MovedToRelease | 25 | Change to MeshDescription serialization (moved to release) |
MeshDescriptionNewAttributeFormat | 26 | New format for mesh description attributes |
ChangeSceneCaptureRootComponent | 27 | Switch root component of SceneCapture actors from MeshComponent to SceneComponent |
StaticMeshDeprecatedRawMesh | 28 | StaticMesh serializes MeshDescription instead of RawMesh |
MeshDescriptionBulkDataGuid | 29 | MeshDescriptionBulkData contains a Guid used as a DDC key |
MeshDescriptionRemovedHoles | 30 | Change to MeshDescription serialization (removed FMeshPolygon::HoleContours) |
ChangedWidgetComponentWindowVisibilityDefault | 31 | Change to the WidgetCompoent WindowVisibilty default value |
CultureInvariantTextSerializationKeyStability | 32 | Avoid keying culture invariant display strings during serialization to avoid non-deterministic cooking issues |
ScrollBarThicknessChange | 33 | Change to UScrollBar and UScrollBox thickness property (removed implicit padding of 2, so thickness value must be incremented by 4). |
RemoveLandscapeHoleMaterial | 34 | Deprecated LandscapeHoleMaterial |
MeshDescriptionTriangles | 35 | MeshDescription defined by triangles instead of arbitrary polygons |
ComputeWeightedNormals | 36 | Add weighted area and angle when computing the normals |
SkeletalMeshBuildRefactor | 37 | SkeletalMesh now can be rebuild in editor, no more need to re-import |
SkeletalMeshMoveEditorSourceDataToPrivateAsset | 38 | Move all SkeletalMesh source data into a private uasset in the same package has the skeletalmesh |
NumberParsingOptionsNumberLimitsAndClamping | 39 | Parse text only if the number is inside the limits of its type |
SkeletalMeshSourceDataSupport16bitOfMaterialNumber | 40 | Make sure we can have more then 255 material in the skeletal mesh source data |
FFortniteMainBranchObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in the //Fortnite/Main stream.
public enum FFortniteMainBranchObjectVersion
Inheritance Object → ValueType → Enum → FFortniteMainBranchObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
WorldCompositionTile3DOffset | 1 | World composition tile offset changed from 2d to 3d |
MaterialInstanceSerializeOptimization_ShaderFName | 2 | Minor material serialization optimization |
CullDistanceRefactor_RemovedDefaultDistance | 3 | Refactored cull distances to account for HLOD, explicit override and globals in priority |
SaveGeneratedMorphTargetByEngine | 6 | Support to remove morphtarget generated by bRemapMorphtarget |
ConvertReductionSettingOptions | 7 | Convert reduction setting options |
StaticParameterTerrainLayerWeightBlendType | 8 | Serialize the type of blending used for landscape layer weight static params |
FixUpNoneNameAnimationCurves | 9 | Fix up None Named animation curve names, |
EnsureActiveBoneIndicesToContainParents | 10 | Ensure ActiveBoneIndices to have parents even not skinned for old assets |
SerializeInstancedStaticMeshRenderData | 11 | Serialize the instanced static mesh render data, to avoid building it at runtime |
CachedMaterialQualityNodeUsage | 12 | Cache material quality node usage |
FontOutlineDropShadowFixup | 13 | Font outlines no longer apply to drop shadows for new objects but we maintain the opposite way for backwards compat |
NewSkeletalMeshImporterWorkflow | 14 | New skeletal mesh import workflow (Geometry only or animation only re-import ) |
NewLandscapeMaterialPerLOD | 15 | Migrate data from previous data structure to new one to support materials per LOD on the Landscape |
RemoveUnnecessaryTracksFromPose | 16 | New Pose Asset data type |
FoliageLazyObjPtrToSoftObjPtr | 17 | Migrate Foliage TLazyObjectPtr to TSoftObjectPtr |
REVERTED_StoreTimelineNamesInTemplate | 18 | TimelineTemplates store their derived names instead of dynamically generating. This code tied to this version was reverted and redone at a later date |
AddBakePoseOverrideForSkeletalMeshReductionSetting | 19 | Added BakePoseOverride for LOD setting |
StoreTimelineNamesInTemplate | 20 | TimelineTemplates store their derived names instead of dynamically generating |
WidgetStopDuplicatingAnimations | 21 | New Pose Asset data type |
AllowSkeletalMeshToReduceTheBaseLOD | 22 | Allow reducing of the base LOD, we need to store some imported model data so we can reduce again from the same data. |
ShrinkCurveTableSize | 23 | Curve Table size reduction |
WidgetAnimationDefaultToSelfFail | 24 | Widgets upgraded with WidgetStopDuplicatingAnimations, may not correctly default-to-self for the widget parameter. |
FortHUDElementNowRequiresTag | 25 | HUDWidgets now require an element tag |
FortMappedCookedAnimation | 26 | Animation saved as bulk data when cooked |
SupportVirtualBoneInRetargeting | 27 | Support Virtual Bone in Retarget Manager |
FixUpWaterMetadata | 28 | Fixup bad defaults in water metadata |
MoveWaterMetadataToActor | 29 | Move the location of water metadata |
ReplaceLakeCollision | 30 | Replaced lake collision component |
AnimLayerGuidConformation | 31 | Anim layer node names are now conformed by Guid |
MakeOceanCollisionTransient | 32 | Ocean collision component has become dynamic |
FFieldPathOwnerSerialization | 33 | FFieldPath will serialize the owner struct reference and only a short path to its property |
FixUpUnderwaterPostProcessMaterial | 34 | Simplified WaterBody post process material handling |
SupportMultipleWaterBodiesPerExclusionVolume | 35 | A single water exclusion volume can now exclude N water bodies |
RigVMByteCodeDeterminism | 36 | Serialize rigvm operators one by one instead of the full byte code array to ensure determinism |
LandscapePhysicalMaterialRenderData | 37 | Serialize the physical materials generated by the render material |
FixupRuntimeVirtualTextureVolume | 38 | RuntimeVirtualTextureVolume fix transforms |
FixUpRiverCollisionComponents | 39 | Retrieve water body collision components that were lost in cooked builds |
FixDuplicateRiverSplineMeshCollisionComponents | 40 | Fix duplicate spline mesh components on rivers |
ContainsStableActorGUIDs | 41 | Indicates level has stable actor guids |
LevelsetSerializationSupportForBodySetup | 42 | Levelset Serialization support for BodySetup. |
ChaosSolverPropertiesMoved | 43 | Moving Chaos solver properties to allow them to exist in the project physics settings |
GameFeatureData_MovedComponentListAndCheats | 44 | Moving some UFortGameFeatureData properties and behaviors into the UGameFeatureAction pattern |
ChaosClothAddfictitiousforces | 45 | Add centrifugal forces for cloth |
ChaosConvexVariableStructureDataAndVerticesArray | 46 | Chaos Convex StructureData supports different index sizes based on num verts/planes. Chaos FConvex uses array of FVec3s for vertices instead of particles (Merged from //UE4/Main) |
RemoveLandscapeWaterInfo | 47 | Remove the WaterVelocityHeightTexture dependency on MPC_Landscape and LandscapeWaterIndo |
ChaosClothAddWeightedValue | 48 | Added the weighted value property type to store the cloths weight maps' low/high ranges |
ChaosClothAddTetherStiffnessWeightMap | 49 | Added the Long Range Attachment stiffness weight map |
ChaosClothFixLODTransitionMaps | 50 | Fix corrupted LOD transition maps |
ChaosClothAddTetherScaleAndDragLiftWeightMaps | 51 | Enable a few more weight maps to better art direct the cloth simulation |
ChaosClothAddMaterialWeightMaps | 52 | Enable material (edge, bending, and area stiffness) weight maps |
SerializeFloatChannelShowCurve | 53 | Added bShowCurve for movie scene float channel serialization |
LandscapeGrassSingleArray | 54 | Minimize slack waste by using a single array for grass data |
AddedSubSequenceEntryWarpCounter | 55 | Add loop counters to sequencer's compiled sub-sequence data |
WaterBodyComponentRefactor | 56 | Water plugin is now component-based rather than actor based |
BPGCCookedEditorTags | 57 | Cooked BPGC storing editor-only asset tags |
TTerrainLayerWeightsAreNotParameters | 58 | Terrain layer weights are no longer considered material parameters |
FFortniteReleaseBranchCustomObjectVersion
Namespace: UAssetAPI.CustomVersions
public enum FFortniteReleaseBranchCustomObjectVersion
Inheritance Object → ValueType → Enum → FFortniteReleaseBranchCustomObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
DisableLevelset_v14_10 | 1 | Custom 14.10 File Object Version |
ChaosClothAddTethersToCachedData | 2 | Add the long range attachment tethers to the cloth asset to avoid a large hitch during the cloth's initialization. |
ChaosKinematicTargetRemoveScale | 3 | Chaos::TKinematicTarget no longer stores a full transform, only position/rotation. |
ActorComponentUCSModifiedPropertiesSparseStorage | 4 | Move UCSModifiedProperties out of ActorComponent and in to sparse storage |
FixupNaniteLandscapeMeshes | 5 | Fixup Nanite meshes which were using the wrong material and didn't have proper UVs : |
RemoveUselessLandscapeMeshesCookedCollisionData | 6 | Remove any cooked collision data from nanite landscape / editor spline meshes since collisions are not needed there : |
SerializeAnimCurveCompressionCodecGuidOnCook | 7 | Serialize out UAnimCurveCompressionCodec::InstanceGUID to maintain deterministic DDC key generation in cooked-editor |
FixNaniteLandscapeMeshNames | 8 | Fix the Nanite landscape mesh being reused because of a bad name |
LandscapeSharedPropertiesEnforcement | 9 | Fixup and synchronize shared properties modified before the synchronicity enforcement |
WorldPartitionRuntimeCellGuidWithCellSize | 10 | Include the cell size when computing the cell guid |
NaniteMaterialOverrideUsesEditorOnly | 11 | Enable SkipOnlyEditorOnly style cooking of NaniteOverrideMaterial |
SinglePrecisonParticleData | 12 | Store game thread particles data in single precision |
PCGPointStructuredSerializer | 13 | UPCGPoint custom serialization |
VersionPlusOne | 14 | -----new versions can be added above this line------------------------------------------------- |
FFrameworkObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in Dev-Framework stream.
public enum FFrameworkObjectVersion
Inheritance Object → ValueType → Enum → FFrameworkObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
UseBodySetupCollisionProfile | 1 | BodySetup's default instance collision profile is used by default when creating a new instance. |
AnimBlueprintSubgraphFix | 2 | Regenerate subgraph arrays correctly in animation blueprints to remove duplicates and add missing graphs that appear read only when edited |
MeshSocketScaleUtilization | 3 | Static and skeletal mesh sockets now use the specified scale |
ExplicitAttachmentRules | 4 | Attachment rules are now explicit in how they affect location, rotation and scale |
MoveCompressedAnimDataToTheDDC | 5 | Moved compressed anim data from uasset to the DDC |
FixNonTransactionalPins | 6 | Some graph pins created using legacy code seem to have lost the RF_Transactional flag, which causes issues with undo. Restore the flag at this version |
SmartNameRefactor | 7 | Create new struct for SmartName, and use that for CurveName |
AddSourceReferenceSkeletonToRig | 8 | Add Reference Skeleton to Rig |
ConstraintInstanceBehaviorParameters | 9 | Refactor ConstraintInstance so that we have an easy way to swap behavior paramters |
PoseAssetSupportPerBoneMask | 10 | Pose Asset support mask per bone |
PhysAssetUseSkeletalBodySetup | 11 | Physics Assets now use SkeletalBodySetup instead of BodySetup |
RemoveSoundWaveCompressionName | 12 | Remove SoundWave CompressionName |
AddInternalClothingGraphicalSkinning | 13 | Switched render data for clothing over to unreal data, reskinned to the simulation mesh |
WheelOffsetIsFromWheel | 14 | Wheel force offset is now applied at the wheel instead of vehicle COM |
MoveCurveTypesToSkeleton | 15 | Move curve metadata to be saved in skeleton. Individual asset still saves some flag - i.e. disabled curve and editable or not, but major flag - i.e. material types - moves to skeleton and handle in one place |
CacheDestructibleOverlaps | 16 | Cache destructible overlaps on save |
GeometryCacheMissingMaterials | 17 | Added serialization of materials applied to geometry cache objects |
LODsUseResolutionIndependentScreenSize | 18 | Switch static and skeletal meshes to calculate LODs based on resolution-independent screen size |
BlendSpacePostLoadSnapToGrid | 19 | Blend space post load verification |
SupportBlendSpaceRateScale | 20 | Addition of rate scales to blend space samples |
LODHysteresisUseResolutionIndependentScreenSize | 21 | LOD hysteresis also needs conversion from the LODsUseResolutionIndependentScreenSize version |
ChangeAudioComponentOverrideSubtitlePriorityDefault | 22 | AudioComponent override subtitle priority default change |
HardSoundReferences | 23 | Serialize hard references to sound files when possible |
EnforceConstInAnimBlueprintFunctionGraphs | 24 | Enforce const correctness in Animation Blueprint function graphs |
InputKeySelectorTextStyle | 25 | Upgrade the InputKeySelector to use a text style |
EdGraphPinContainerType | 26 | Represent a pins container type as an enum not 3 independent booleans |
ChangeAssetPinsToString | 27 | Switch asset pins to store as string instead of hard object reference |
LocalVariablesBlueprintVisible | 28 | Fix Local Variables so that the properties are correctly flagged as blueprint visible |
RemoveUField_Next | 29 | Stopped serializing UField_Next so that UFunctions could be serialized in dependently of a UClass in order to allow us to do all UFunction loading in a single pass (after classes and CDOs are created) |
UserDefinedStructsBlueprintVisible | 30 | Fix User Defined structs so that all members are correct flagged blueprint visible |
PinsStoreFName | 31 | FMaterialInput and FEdGraphPin store their name as FName instead of FString |
UserDefinedStructsStoreDefaultInstance | 32 | User defined structs store their default instance, which is used for initializing instances |
FunctionTerminatorNodesUseMemberReference | 33 | Function terminator nodes serialize an FMemberReference rather than a name/class pair |
EditableEventsUseConstRefParameters | 34 | Custom event and non-native interface event implementations add 'const' to reference parameters |
BlueprintGeneratedClassIsAlwaysAuthoritative | 35 | No longer serialize the legacy flag that indicates this state, as it is now implied since we don't serialize the skeleton CDO |
EnforceBlueprintFunctionVisibility | 36 | Enforce visibility of blueprint functions - e.g. raise an error if calling a private function from another blueprint: |
StoringUCSSerializationIndex | 37 | ActorComponents now store their serialization index |
FNiagaraCustomVersion
Namespace: UAssetAPI.CustomVersions
public enum FNiagaraCustomVersion
Inheritance Object → ValueType → Enum → FNiagaraCustomVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made in niagara |
VMExternalFunctionBindingRework | 1 | Reworked vm external function binding to be more robust. |
PostLoadCompilationEnabled | 2 | Making all Niagara files reference the version number, allowing post loading recompilation if necessary. |
VMExternalFunctionBindingReworkPartDeux | 3 | Moved some runtime cost from external functions into the binding step and used variadic templates to neaten that code greatly. |
DataInterfacePerInstanceRework | 4 | Moved per instance data needed for certain data interfaces out to it's own struct. |
NiagaraShaderMaps | 5 | Added shader maps and corresponding infrastructure |
UpdateSpawnEventGraphCombination | 6 | Combined Spawn, Update, and Event scripts into one graph. |
DataSetLayoutRework | 7 | Reworked data layout to store float and int data separately. |
AddedEmitterAndSystemScripts | 8 | Reworked scripts to support emitter and system scripts |
ScriptExecutionContextRework | 9 | Rework of script execution contexts to allow better reuse and reduce overhead of parameter handling. |
RemovalOfNiagaraVariableIDs | 10 | Removed the Niagara variable ID's making hookup impossible until next compile |
SystemEmitterScriptSimulations | 11 | System and emitter script simulations. |
IntegerRandom | 12 | Adding integer random to VM. TODO: The vm really needs its own versioning system that will force a recompile when changes. |
AddedEmitterSpawnAttributes | 13 | Added emitter spawn attributes |
NiagaraShaderMapCooking | 14 | cooking of shader maps and corresponding infrastructure |
NiagaraShaderMapCooking2 | 15 | don't serialize shader maps for system scripts |
AddedScriptRapidIterationVariables | 16 | Added script rapid iteration variables, usually top-level module parameters... |
AddedTypeToDataInterfaceInfos | 17 | Added type to data interface infos |
EnabledAutogeneratedDefaultValuesForFunctionCallNodes | 18 | Hooked up autogenerated default values for function call nodes. |
CurveLUTNowOnByDefault | 19 | Now curve data interfaces have look-up tables on by default. |
ScriptsNowUseAGuidForIdentificationInsteadOfAnIndex | 20 | Scripts now use a guid for identification instead of an index when there are more than one with the same usage. |
NiagaraCombinedGPUSpawnUpdate | 21 | don't serialize shader maps for update scripts |
DontCompileGPUWhenNotNeeded | 22 | don't serialize shader maps for emitters that don't run on gpu. |
NowSerializingReadWriteDataSets | 24 | We weren't serializing event data sets previously. |
TranslatorClearOutBetweenEmitters | 25 | Forcing the internal parameter map vars to be reset between emitter calls. |
AddSamplerDataInterfaceParams | 26 | added sampler shader params based on DI buffer descriptors |
GPUShadersForceRecompileNeeded | 27 | Need to force the GPU shaders to recompile |
PlaybackRangeStoredOnSystem | 28 | The playback range for the timeline is now stored in the system editor data. |
MovedToDerivedDataCache | 29 | All cached values will auto-recompile. |
DataInterfacesNotAllocated | 30 | Data interfaces are preallocated |
EmittersHaveGenericUniqueNames | 31 | emitter scripts are built using "Emitter." instead of the full name. |
MovingTranslatorVersionToGuid | 32 | no longer have compiler version enum value in this list, instead moved to a guid, which works better for the DDC |
AddingParamMapToDataSetBaseNode | 33 | adding a parameter map in/out to the data set base node |
DataInterfaceComputeShaderParamRefactor | 34 | refactor of CS parameters allowing regular params as well as buffers. |
CurveLUTRegen | 35 | bumping version and forcing curves to regen their LUT on version change. |
AssignmentNodeUsesBeginDefaults | 36 | Changing the graph generation for assignment nodes so that it uses a "Begin Defaults" node where appropriate. |
AssignmentNodeHasCorrectUsageBitmask | 37 | Updating the usage flage bitmask for assignment nodes to match the part of the stack it's used in. |
EmitterLocalSpaceLiteralConstant | 38 | Emitter local space is compiled into the hlsl as a literal constant to expose it to emitter scripts and allow for some better optimization of particle transforms. |
TextureDataInterfaceUsesCustomSerialize | 39 | The cpu cache of the texture is now directly serialized instead of using array property serialization. |
TextureDataInterfaceSizeSerialize | 40 | The texture data interface now streams size info |
SkelMeshInterfaceAPIImprovements | 41 | API to skeletal mesh interface was improved but requires a recompile and some graph fixup. |
ImproveLoadTimeFixupOfOpAddPins | 42 | Only do op add pin fixup on existing nodes which are before this version |
MoveCommonInputMetadataToProperties | 43 | Moved commonly used input metadata out of the strin/string property metadata map to actual properties on the metadata struct. |
UseHashesToIdentifyCompileStateOfTopLevelScripts | 44 | Move to using the traversed graph hash and the base script id for the FNiagaraVMExecutableDataId instead of the change id guid to prevent invalidating the DDC. |
MetaDataAndParametersUpdate | 45 | Reworked how the metadata is stored in NiagaraGraph from storing a Map of FNiagaraVariableMetaData to storing a map of UNiagaraScriptVariable* to be used with the Details panel. |
MoveInheritanceDataFromTheEmitterHandleToTheEmitter | 46 | Moved the emitter inheritance data from the emitter handle to the emitter to allow for chained emitter inheritance. |
AddLibraryAssetProperty | 47 | Add property to all Niagara scripts indicating whether or not they belong to the library |
AddAdditionalDefinesProperty | 48 | Addding additional defines to the GPU script |
RemoveGraphUsageCompileIds | 49 | Remove the random compile id guids from the cached script usage and from the compile and script ids since the hashes serve the same purpose and are deterministic. |
AddRIAndDetailLevel | 50 | Adding UseRapidIterationParams and DetailLevelMask to the GPU script |
ChangeEmitterCompiledDataToSharedRefs | 51 | Changing the system and emitter compiled data to shared pointers to deal with lifetime issues in the editor. They now are handled directly in system serialize. |
DisableSortingByDefault | 52 | Sorting on Renderers is disabled by default, we add a version to maintain existing systems that expected sorting to be enabled |
MemorySaving | 53 | Convert TMap into TArray to save memory, TMap contains an inline allocator which pushes the size to 80 bytes |
AddSimulationStageUsageEnum | 54 | Added a new value to the script usage enum, and we need a custom version to fix the existing bitfields. |
AddGeneratedFunctionsToGPUParamInfo | 55 | Save the functions generated by a GPU data interface inside FNiagaraDataInterfaceGPUParamInfo |
PlatformScalingRefactor | 56 | Removed DetailLevel in favor of FNiagaraPlatfomSet based selection of per platform settings. |
PrecompileNamespaceFixup | 57 | Promote parameters used across script executions to the Dataset, and Demote unused parameters. |
FixNullScriptVariables | 58 | Postload fixup in UNiagaraGraph to fixup VariableToScriptVariable map entries being null. |
PrecompileNamespaceFixup2 | 59 | Move FNiagaraVariableMetaData from storing scope enum to storing registered scope name. |
SimulationStageInUsageBitmask | 60 | Enable the simulation stage flag by default in the usage bitmask of modules and functions |
StandardizeParameterNames | 61 | Fix graph parameter map parameters on post load so that they all have a consisten parsable format and update the UI to show and filter based on these formats. |
ComponentsOnlyHaveUserVariables | 62 | Make sure that UNiagaraComponents only have override maps for User variables. |
RibbonRendererUVRefactor | 63 | Refactor the options for UV settings on the ribbon renderer. |
VariablesUseTypeDefRegistry | 64 | Replace the TypeDefinition in VariableBase with an index into the type registry |
AddLibraryVisibilityProperty | 65 | Expand the visibility options of the scripts to be able to hide a script completely from the user |
ModuleVersioning | 67 | Added support for multiple versions of script data |
ChangeSystemDeterministicDefault | 69 | Changed the default mode from deterministic to non-deterministic which matches emitters |
StaticSwitchFunctionPinsUsePersistentGuids | 70 | Update static switch pins to use the PersistentId from their script variable so that when they're renamed their values aren't lost when reallocating pins. |
VisibilityCullingImprovements | 71 | Extended visibility culling options and moved properties into their own struct. |
PopulateFunctionCallNodePinNameBindings | 73 | Function call node refresh from external changes has been refactored so that they don't need to populate their name bindings every load. |
ComponentRendererSpawnProperty | 74 | Changed the default value for the component renderer's OnlyCreateComponentsOnParticleSpawn property |
RepopulateFunctionCallNodePinNameBindings | 75 | Previous repopulate didn't handle module attributes like Particles.Module.Name so they need to be repopulated for renaming to work correctly. |
EventSpawnsUpdateInitialAttributeValues | 76 | Event spawns now optionally update Initial. attribute values. New default is true but old data is kept false to maintain existing behavior. |
AddVariadicParametersToGPUFunctionInfo | 77 | Adds list of variadic parameters to the information about GPU functions. |
DynamicPinNodeFixup | 78 | Some data fixup for NiagaraNodeWithDynamicPins. |
RibbonRendererLinkOrderDefaultIsUniqueID | 79 | Ribbon renderer will default to unique ID rather than normalized age to make more things 'just work' |
SubImageBlendEnabledByDefault | 80 | Renderer SubImage Blends are enabled by default |
RibbonPlaneUseGeometryNormals | 81 | Ribbon renderer will use geometry normals by default rather than screen / facing aligned normals |
InitialOwnerVelocityFromActor | 82 | Actors velocity is used for the initial velocity before the component has any tracking, old assets use the old zero velocity |
ParameterBindingWithValueRenameFixup | 83 | FNiagaraParameterBindingWithValue wouldn't necessarily have the appropriate ResolvedParameter namespace when it comes to emitter merging |
SimCache_BulkDataVersion1 | 84 | Sim Cache moved to bulk data by default |
InheritanceUxRefactor | 85 | Decoupling of 'Template' and 'Inheritance' |
NDCSpawnGroupOverrideDisabledByDefault | 86 | NDC Read DIs will not override spawn group by default when spawning particles. Old content will remain unchanged. |
VersionPlusOne | 87 | DO NOT ADD A NEW VERSION UNLESS YOU HAVE TALKED TO THE NIAGARA LEAD. Mismanagement of these versions can lead to data loss if it is adjusted in multiple streams simultaneously. -----new versions can be added above this line------------------------------------------------- |
FNiagaraObjectVersion
Namespace: UAssetAPI.CustomVersions
public enum FNiagaraObjectVersion
Inheritance Object → ValueType → Enum → FNiagaraObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
VersionPlusOne | 2 | -----new versions can be added above this line------------------------------------------------- |
FReleaseObjectVersion
Namespace: UAssetAPI.CustomVersions
Custom serialization version for changes made in Release streams.
public enum FReleaseObjectVersion
Inheritance Object → ValueType → Enum → FReleaseObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
StaticMeshExtendedBoundsFix | 1 | Static Mesh extended bounds radius fix |
NoSyncAsyncPhysAsset | 2 | Physics asset bodies are either in the sync scene or the async scene, but not both |
LevelTransArrayConvertedToTArray | 3 | ULevel was using TTransArray incorrectly (serializing the entire array in addition to individual mutations). converted to a TArray |
AddComponentNodeTemplateUniqueNames | 4 | Add Component node templates now use their own unique naming scheme to ensure more reliable archetype lookups. |
UPropertryForMeshSectionSerialize | 5 | Fix a serialization issue with static mesh FMeshSectionInfoMap FProperty |
ConvertHLODScreenSize | 6 | Existing HLOD settings screen size to screen area conversion |
SpeedTreeBillboardSectionInfoFixup | 7 | Adding mesh section info data for existing billboard LOD models |
EventSectionParameterStringAssetRef | 8 | Change FMovieSceneEventParameters::StructType to be a string asset reference from a TWeakObjectPtr UScriptStruct |
SkyLightRemoveMobileIrradianceMap | 9 | Remove serialized irradiance map data from skylight. |
RenameNoTwistToAllowTwistInTwoBoneIK | 10 | rename bNoTwist to bAllowTwist |
MaterialLayersParameterSerializationRefactor | 11 | Material layers serialization refactor |
AddSkeletalMeshSectionDisable | 12 | Added disable flag to skeletal mesh data |
RemovedMaterialSharedInputCollection | 13 | Removed objects that were serialized as part of this material feature |
HISMCClusterTreeMigration | 14 | HISMC Cluster Tree migration to add new data |
PinDefaultValuesVerified | 15 | Default values on pins in blueprints could be saved incoherently |
FixBrokenStateMachineReferencesInTransitionGetters | 16 | During copy and paste transition getters could end up with broken state machine references |
MeshDescriptionNewSerialization | 17 | Change to MeshDescription serialization |
UnclampRGBColorCurves | 18 | Change to not clamp RGB values > 1 on linear color curves |
LinkTimeAnimBlueprintRootDiscoveryBugFix | 19 | BugFix for FAnimObjectVersion::LinkTimeAnimBlueprintRootDiscovery. |
TrailNodeBlendVariableNameChange | 20 | Change trail anim node variable deprecation |
PropertiesSerializeRepCondition | 21 | Make sure the Blueprint Replicated Property Conditions are actually serialized properly. |
FocalDistanceDisablesDOF | 22 | DepthOfFieldFocalDistance at 0 now disables DOF instead of DepthOfFieldFstop at 0. |
Unused_SoundClass2DReverbSend | 23 | Removed versioning, but version entry must still exist to keep assets saved with this version loadable |
GroomAssetVersion1 | 24 | Groom asset version |
GroomAssetVersion2 | 25 | Groom asset version |
SerializeAnimModifierState | 26 | Store applied version of Animation Modifier to use when reverting |
GroomAssetVersion3 | 27 | Groom asset version |
DeprecateFilmbackSettings | 28 | Upgrade filmback |
CustomImplicitCollisionType | 29 | custom collision type |
FFieldPathOwnerSerialization | 30 | FFieldPath will serialize the owner struct reference and only a short path to its property |
ReleaseUE4VersionFixup | 31 | Dummy version to allow us to Fix up the fact that ReleaseObjectVersion was changed elsewhere |
PinTypeIncludesUObjectWrapperFlag | 32 | Pin types include a flag that propagates the 'CPF_UObjectWrapper' flag to generated properties |
WeightFMeshToMeshVertData | 33 | Added Weight member to FMeshToMeshVertData |
AnimationGraphNodeBindingsDisplayedAsPins | 34 | Animation graph node bindings displayed as pins |
SerializeRigVMOffsetSegmentPaths | 35 | Serialized rigvm offset segment paths |
AbcVelocitiesSupport | 36 | Upgrade AbcGeomCacheImportSettings for velocities |
MarginAddedToConvexAndBox | 37 | Add margin support to Chaos Convex |
StructureDataAddedToConvex | 38 | Add structure data to Chaos Convex |
AddedFrontRightUpAxesToLiveLinkPreProcessor | 39 | Changed axis UI for LiveLink AxisSwitch Pre Processor |
FixupCopiedEventSections | 40 | Some sequencer event sections that were copy-pasted left broken links to the director BP |
RemoteControlSerializeFunctionArgumentsSize | 41 | Serialize the number of bytes written when serializing function arguments |
AddedSubSequenceEntryWarpCounter | 42 | Add loop counters to sequencer's compiled sub-sequence data |
LonglatTextureCubeDefaultMaxResolution | 43 | Remove default resolution limit of 512 pixels for cubemaps generated from long-lat sources |
FSequencerObjectVersion
Namespace: UAssetAPI.CustomVersions
public enum FSequencerObjectVersion
Inheritance Object → ValueType → Enum → FSequencerObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
RenameMediaSourcePlatformPlayers | 1 | Per-platform overrides player overrides for media sources changed name and type. |
ConvertEnableRootMotionToForceRootLock | 2 | Enable root motion isn't the right flag to use, but force root lock |
ConvertMultipleRowsToTracks | 3 | Convert multiple rows to tracks |
WhenFinishedDefaultsToRestoreState | 4 | When finished now defaults to restore state |
EvaluationTree | 5 | EvaluationTree added |
WhenFinishedDefaultsToProjectDefault | 6 | When finished now defaults to project default |
FloatToIntConversion | 7 | Use int range rather than float range in FMovieSceneSegment |
PurgeSpawnableBlueprints | 8 | Purged old spawnable blueprint classes from level sequence assets |
FinishUMGEvaluation | 9 | Finish UMG evaluation on end |
SerializeFloatChannel | 10 | Manual serialization of float channel |
ModifyLinearKeysForOldInterp | 11 | Change the linear keys so they act the old way and interpolate always. |
SerializeFloatChannelCompletely | 12 | Full Manual serialization of float channel |
SpawnableImprovements | 13 | Set ContinuouslyRespawn to false by default, added FMovieSceneSpawnable::bNetAddressableName |
FUE5ReleaseStreamObjectVersion
Namespace: UAssetAPI.CustomVersions
public enum FUE5ReleaseStreamObjectVersion
Inheritance Object → ValueType → Enum → FUE5ReleaseStreamObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
BeforeCustomVersionWasAdded | 0 | Before any version changes were made |
ReflectionMethodEnum | 1 | Added Lumen reflections to new reflection enum, changed defaults |
WorldPartitionActorDescSerializeHLODInfo | 2 | Serialize HLOD info in WorldPartitionActorDesc |
RemovingTessellation | 3 | Removing Tessellation from materials and meshes. |
LevelInstanceSerializeRuntimeBehavior | 4 | LevelInstance serialize runtime behavior |
PoseAssetRuntimeRefactor | 5 | Refactoring Pose Asset runtime data structures |
WorldPartitionActorDescSerializeActorFolderPath | 6 | Serialize the folder path of actor descs |
HairStrandsVertexFormatChange | 7 | Change hair strands vertex format |
AddChaosMaxLinearAngularSpeed | 8 | Added max linear and angular speed to Chaos bodies |
PackedLevelInstanceVersion | 9 | PackedLevelInstance version |
PackedLevelInstanceBoundsFix | 10 | PackedLevelInstance bounds fix |
CustomPropertyAnimGraphNodesUseOptionalPinManager | 11 | Custom property anim graph nodes (linked anim graphs, control rig etc.) now use optional pin manager |
TextFormatArgumentData64bitSupport | 12 | Add native double and int64 support to FFormatArgumentData |
MaterialLayerStacksAreNotParameters | 13 | Material layer stacks are no longer considered 'static parameters' |
MaterialInterfaceSavedCachedData | 14 | CachedExpressionData is moved from UMaterial to UMaterialInterface |
AddClothMappingLODBias | 15 | Add support for multiple cloth deformer LODs to be able to raytrace cloth with a different LOD than the one it is rendered with |
AddLevelActorPackagingScheme | 16 | Add support for different external actor packaging schemes |
WorldPartitionActorDescSerializeAttachParent | 17 | Add support for linking to the attached parent actor in WorldPartitionActorDesc |
ConvertedActorGridPlacementToSpatiallyLoadedFlag | 18 | Converted AActor GridPlacement to bIsSpatiallyLoaded flag |
ActorGridPlacementDeprecateDefaultValueFixup | 19 | Fixup for bad default value for GridPlacement_DEPRECATED |
PackedLevelActorUseWorldPartitionActorDesc | 20 | PackedLevelActor started using FWorldPartitionActorDesc (not currently checked against but added as a security) |
AddLevelActorFolders | 21 | Add support for actor folder objects |
RemoveSkeletalMeshLODModelBulkDatas | 22 | Remove FSkeletalMeshLODModel bulk datas |
ExcludeBrightnessFromEncodedHDRCubemap | 23 | Exclude brightness from the EncodedHDRCubemap, |
VolumetricCloudSampleCountUnification | 24 | Unified volumetric cloud component quality sample count slider between main and reflection views for consistency |
PoseAssetRawDataGUID | 25 | Pose asset GUID generated from source AnimationSequence |
ConvolutionBloomIntensity | 26 | Convolution bloom now take into account FPostProcessSettings::BloomIntensity for scatter dispersion. |
WorldPartitionHLODActorDescSerializeHLODSubActors | 27 | Serialize FHLODSubActors instead of FGuids in WorldPartition HLODActorDesc |
LargeWorldCoordinates | 28 | Large Worlds - serialize double types as doubles |
BlueprintPinsUseRealNumbers | 29 | Deserialize old BP float and double types as real numbers for pins |
UpdatedDirectionalLightShadowDefaults | 30 | Changed shadow defaults for directional light components, version needed to not affect old things |
GeometryCollectionConvexDefaults | 31 | Refresh geometry collections that had not already generated convex bodies. |
ChaosClothFasterDamping | 32 | Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping. |
WorldPartitionLandscapeActorDescSerializeLandscapeActorGuid | 33 | Serialize LandscapeActorGuid in FLandscapeActorDesc sub class. |
AddedInertiaTensorAndRotationOfMassAddedToConvex | 34 | add inertia tensor and rotation of mass to convex |
ChaosInertiaConvertedToVec3 | 35 | Storing inertia tensor as vec3 instead of matrix. |
SerializeFloatPinDefaultValuesAsSinglePrecision | 36 | For Blueprint real numbers, ensure that legacy float data is serialized as single-precision |
AnimLayeredBoneBlendMasks | 37 | Upgrade the BlendMasks array in existing LayeredBoneBlend nodes |
StoreReflectionCaptureEncodedHDRDataInRG11B10Format | 38 | Uses RG11B10 format to store the encoded reflection capture data on mobile |
RawAnimSequenceTrackSerializer | 39 | Add WithSerializer type trait and implementation for FRawAnimSequenceTrack |
RemoveDuplicatedStyleInfo | 40 | Removed font from FEditableTextBoxStyle, and added FTextBlockStyle instead. |
LinkedAnimGraphMemberReference | 41 | Added member reference to linked anim graphs |
DynamicMeshComponentsDefaultUseExternalTangents | 42 | Changed default tangent behavior for new dynamic mesh components |
MediaCaptureNewResizeMethods | 43 | Added resize methods to media capture |
RigVMSaveDebugMapInGraphFunctionData | 44 | Function data stores a map from work to debug operands |
LocalExposureDefaultChangeFrom1 | 45 | Changed default Local Exposure Contrast Scale from 1.0 to 0.8 |
WorldPartitionActorDescSerializeActorIsListedInSceneOutliner | 46 | Serialize bActorIsListedInSceneOutliner in WorldPartitionActorDesc |
OpenColorIODisabledDisplayConfigurationDefault | 47 | Disabled opencolorio display configuration by default |
WorldPartitionExternalDataLayers | 48 | Serialize ExternalDataLayerAsset in WorldPartitionActorDesc |
ChaosClothFictitiousAngularVelocitySubframeFix | 49 | Fix Chaos Cloth fictitious angular scale bug that requires existing parameter rescaling. |
SinglePrecisonParticleDataPT | 50 | Store physics thread particles data in single precision |
OrthographicAutoNearFarPlane | 51 | Orthographic Near and Far Plane Auto-resolve enabled by default |
VersionPlusOne | 52 | -----new versions can be added above this line------------------------------------------------- |
IntroducedAttribute
Namespace: UAssetAPI.CustomVersions
Represents the engine version at the time that a custom version was implemented.
public class IntroducedAttribute : System.Attribute
Inheritance Object → Attribute → IntroducedAttribute
Fields
IntroducedVersion
public EngineVersion IntroducedVersion;
Properties
TypeId
public object TypeId { get; }
Property Value
Constructors
IntroducedAttribute(EngineVersion)
public IntroducedAttribute(EngineVersion introducedVersion)
Parameters
introducedVersion
EngineVersion
ClassExport
Namespace: UAssetAPI.ExportTypes
Represents an object class.
public class ClassExport : StructExport, System.ICloneable
Inheritance Object → Export → NormalExport → FieldExport → StructExport → ClassExport
Implements ICloneable
Fields
FuncMap
Map of all functions by name contained in this class
public TMap<FName, FPackageIndex> FuncMap;
ClassFlags
Class flags; See EClassFlags for more information
public EClassFlags ClassFlags;
ClassWithin
The required type for the outer of instances of this class
public FPackageIndex ClassWithin;
ClassConfigName
Which Name.ini file to load Config variables out of
public FName ClassConfigName;
Interfaces
The list of interfaces which this class implements, along with the pointer property that is located at the offset of the interface's vtable. If the interface class isn't native, the property will be empty.
public SerializedInterfaceReference[] Interfaces;
ClassGeneratedBy
This is the blueprint that caused the generation of this class, or null if it is a native compiled-in class
public FPackageIndex ClassGeneratedBy;
bDeprecatedForceScriptOrder
Does this class use deprecated script order?
public bool bDeprecatedForceScriptOrder;
bCooked
Used to check if the class was cooked or not
public bool bCooked;
ClassDefaultObject
The class default object; used for delta serialization and object initialization
public FPackageIndex ClassDefaultObject;
SuperStruct
Struct this inherits from, may be null
public FPackageIndex SuperStruct;
Children
List of child fields
public FPackageIndex[] Children;
LoadedProperties
Properties serialized with this struct definition
public FProperty[] LoadedProperties;
ScriptBytecode
The bytecode instructions contained within this struct.
public KismetExpression[] ScriptBytecode;
ScriptBytecodeSize
Bytecode size in total in deserialized memory. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public int ScriptBytecodeSize;
ScriptBytecodeRaw
Raw binary bytecode data. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public Byte[] ScriptBytecodeRaw;
Field
public UField Field;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
ClassExport(Export)
public ClassExport(Export super)
Parameters
super
Export
ClassExport(UAsset, Byte[])
public ClassExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
ClassExport()
public ClassExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
DataTableExport
Namespace: UAssetAPI.ExportTypes
Export for an imported spreadsheet table. See UDataTable.
public class DataTableExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → DataTableExport
Implements ICloneable
Fields
Table
public UDataTable Table;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
DataTableExport(Export)
public DataTableExport(Export super)
Parameters
super
Export
DataTableExport(UDataTable, UAsset, Byte[])
public DataTableExport(UDataTable data, UAsset asset, Byte[] extras)
Parameters
data
UDataTable
asset
UAsset
extras
Byte[]
DataTableExport()
public DataTableExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
EClassSerializationControlExtension
Namespace: UAssetAPI.ExportTypes
Enum flags that indicate that additional data may be serialized prior to actual tagged property serialization Those extensions are used to store additional function to control how TPS will resolved. e.g. use overridable serialization
public enum EClassSerializationControlExtension
Inheritance Object → ValueType → Enum → EClassSerializationControlExtension
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECppForm
Namespace: UAssetAPI.ExportTypes
How this enum is declared in C++. Affects the internal naming of enum values.
public enum ECppForm
Inheritance Object → ValueType → Enum → ECppForm
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EExportFilterFlags
Namespace: UAssetAPI.ExportTypes
Enum used to determine whether an export should be loaded or not on the client/server. Not actually a bitflag.
public enum EExportFilterFlags
Inheritance Object → ValueType → Enum → EExportFilterFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EnumExport
Namespace: UAssetAPI.ExportTypes
Export data for an enumeration. See UEnum.
public class EnumExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → EnumExport
Implements ICloneable
Fields
Enum
The enum that is stored in this export.
public UEnum Enum;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
EnumExport(Export)
public EnumExport(Export super)
Parameters
super
Export
EnumExport(UAsset, Byte[])
public EnumExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
EnumExport()
public EnumExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Export
Namespace: UAssetAPI.ExportTypes
UObject resource type for objects that are contained within this package and can be referenced by other packages.
public class Export : System.ICloneable
Inheritance Object → Export
Implements ICloneable
Fields
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
Export(UnrealPackage, Byte[])
public Export(UnrealPackage asset, Byte[] extras)
Parameters
asset
UnrealPackage
extras
Byte[]
Export()
public Export()
Methods
ShouldSerializeOuterIndex()
public bool ShouldSerializeOuterIndex()
Returns
ShouldSerializeClassIndex()
public bool ShouldSerializeClassIndex()
Returns
ShouldSerializeSuperIndex()
public bool ShouldSerializeSuperIndex()
Returns
ShouldSerializeTemplateIndex()
public bool ShouldSerializeTemplateIndex()
Returns
ShouldSerializeZen_OuterIndex()
public bool ShouldSerializeZen_OuterIndex()
Returns
ShouldSerializeZen_ClassIndex()
public bool ShouldSerializeZen_ClassIndex()
Returns
ShouldSerializeZen_SuperIndex()
public bool ShouldSerializeZen_SuperIndex()
Returns
ShouldSerializeZen_TemplateIndex()
public bool ShouldSerializeZen_TemplateIndex()
Returns
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
ResolveAncestries(UnrealPackage, AncestryInfo)
Resolves the ancestry of all child properties of this export.
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
ReadExportMapEntry(AssetBinaryReader)
public void ReadExportMapEntry(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
GetExportMapEntrySize(UnrealPackage)
public static long GetExportMapEntrySize(UnrealPackage asset)
Parameters
asset
UnrealPackage
Returns
WriteExportMapEntry(AssetBinaryWriter)
public void WriteExportMapEntry(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
GetAllObjectExportFields(UnrealPackage)
public static MemberInfo[] GetAllObjectExportFields(UnrealPackage asset)
Parameters
asset
UnrealPackage
Returns
GetAllFieldNames(UnrealPackage)
public static String[] GetAllFieldNames(UnrealPackage asset)
Parameters
asset
UnrealPackage
Returns
GetExportClassType()
public FName GetExportClassType()
Returns
GetClassTypeForAncestry(UnrealPackage, FName&)
public FName GetClassTypeForAncestry(UnrealPackage asset, FName& modulePath)
Parameters
asset
UnrealPackage
modulePath
FName&
Returns
GetClassTypeForAncestry(FPackageIndex, UnrealPackage, FName&)
public static FName GetClassTypeForAncestry(FPackageIndex classIndex, UnrealPackage asset, FName& modulePath)
Parameters
classIndex
FPackageIndex
asset
UnrealPackage
modulePath
FName&
Returns
ToString()
public string ToString()
Returns
Clone()
public object Clone()
Returns
ConvertToChildExport<T>()
Creates a child export instance with the same export details as the current export.
public T ConvertToChildExport<T>()
Type Parameters
T
The type of child export to create.
Returns
T
An instance of the child export type provided with the export details copied over.
FieldExport
Namespace: UAssetAPI.ExportTypes
Export data for a UField.
public class FieldExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → FieldExport
Implements ICloneable
Fields
Field
public UField Field;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
FieldExport(Export)
public FieldExport(Export super)
Parameters
super
Export
FieldExport(UAsset, Byte[])
public FieldExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
FieldExport()
public FieldExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FStringTable
Namespace: UAssetAPI.ExportTypes
A string table. Holds Key->SourceString pairs of text.
public class FStringTable : UAssetAPI.UnrealTypes.TMap`2[[UAssetAPI.UnrealTypes.FString],[UAssetAPI.UnrealTypes.FString]], UAssetAPI.UnrealTypes.IOrderedDictionary`2[[UAssetAPI.UnrealTypes.FString],[UAssetAPI.UnrealTypes.FString]], System.Collections.Generic.IDictionary`2[[UAssetAPI.UnrealTypes.FString],[UAssetAPI.UnrealTypes.FString]], System.Collections.Generic.ICollection`1[[System.Collections.Generic.KeyValuePair`2[[UAssetAPI.UnrealTypes.FString],[UAssetAPI.UnrealTypes.FString]]]], System.Collections.Generic.IEnumerable`1[[System.Collections.Generic.KeyValuePair`2[[UAssetAPI.UnrealTypes.FString],[UAssetAPI.UnrealTypes.FString]]]], System.Collections.IEnumerable, System.Collections.Specialized.IOrderedDictionary, System.Collections.IDictionary, System.Collections.ICollection
Inheritance Object → TMap<FString, FString> → FStringTable
Implements IOrderedDictionary<FString, FString>, IDictionary<FString, FString>, ICollection<KeyValuePair<FString, FString>>, IEnumerable<KeyValuePair<FString, FString>>, IEnumerable, IOrderedDictionary, IDictionary, ICollection
Fields
TableNamespace
public FString TableNamespace;
Properties
Item
public FString Item { get; set; }
Property Value
Item
public FString Item { get; set; }
Property Value
Count
Gets the number of items in the dictionary
public int Count { get; }
Property Value
Keys
Gets all the keys in the ordered dictionary in their proper order.
public ICollection<FString> Keys { get; }
Property Value
Values
Gets all the values in the ordered dictionary in their proper order.
public ICollection<FString> Values { get; }
Property Value
Comparer
Gets the key comparer for this dictionary
public IEqualityComparer<FString> Comparer { get; }
Property Value
Constructors
FStringTable(FString)
public FStringTable(FString tableNamespace)
Parameters
tableNamespace
FString
FStringTable()
public FStringTable()
FunctionExport
Namespace: UAssetAPI.ExportTypes
Export data for a blueprint function.
public class FunctionExport : StructExport, System.ICloneable
Inheritance Object → Export → NormalExport → FieldExport → StructExport → FunctionExport
Implements ICloneable
Fields
FunctionFlags
public EFunctionFlags FunctionFlags;
SuperStruct
Struct this inherits from, may be null
public FPackageIndex SuperStruct;
Children
List of child fields
public FPackageIndex[] Children;
LoadedProperties
Properties serialized with this struct definition
public FProperty[] LoadedProperties;
ScriptBytecode
The bytecode instructions contained within this struct.
public KismetExpression[] ScriptBytecode;
ScriptBytecodeSize
Bytecode size in total in deserialized memory. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public int ScriptBytecodeSize;
ScriptBytecodeRaw
Raw binary bytecode data. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public Byte[] ScriptBytecodeRaw;
Field
public UField Field;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
FunctionExport(Export)
public FunctionExport(Export super)
Parameters
super
Export
FunctionExport(UAsset, Byte[])
public FunctionExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
FunctionExport()
public FunctionExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FURL
Namespace: UAssetAPI.ExportTypes
URL structure.
public struct FURL
Inheritance Object → ValueType → FURL
Fields
Protocol
public FString Protocol;
Host
public FString Host;
Port
public int Port;
Valid
public int Valid;
Map
public FString Map;
Op
public List<FString> Op;
Portal
public FString Portal;
Constructors
FURL(AssetBinaryReader)
FURL(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
LevelExport
Namespace: UAssetAPI.ExportTypes
public class LevelExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → LevelExport
Implements ICloneable
Fields
Owner
public FPackageIndex Owner;
Actors
public List<FPackageIndex> Actors;
URL
public FURL URL;
Model
public FPackageIndex Model;
ModelComponents
public List<FPackageIndex> ModelComponents;
LevelScriptActor
public FPackageIndex LevelScriptActor;
NavListStart
public FPackageIndex NavListStart;
NavListEnd
public FPackageIndex NavListEnd;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
LevelExport(Export)
public LevelExport(Export super)
Parameters
super
Export
LevelExport(UAsset, Byte[])
public LevelExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
LevelExport()
public LevelExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
MetaDataExport
Namespace: UAssetAPI.ExportTypes
public class MetaDataExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → MetaDataExport
Implements ICloneable
Fields
ObjectMetaData
public List<ValueTuple<int, Dictionary<FName, FString>>> ObjectMetaData;
RootMetaData
public Dictionary<FName, FString> RootMetaData;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
MetaDataExport(Export)
public MetaDataExport(Export super)
Parameters
super
Export
MetaDataExport(UAsset, Byte[])
public MetaDataExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
MetaDataExport()
public MetaDataExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
NormalExport
Namespace: UAssetAPI.ExportTypes
A regular export representing a UObject, with no special serialization.
public class NormalExport : Export, System.ICloneable
Inheritance Object → Export → NormalExport
Implements ICloneable
Fields
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
NormalExport(Export)
public NormalExport(Export super)
Parameters
super
Export
NormalExport(UAsset, Byte[])
public NormalExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
NormalExport(List<PropertyData>, UAsset, Byte[])
public NormalExport(List<PropertyData> data, UAsset asset, Byte[] extras)
Parameters
data
List<PropertyData>
asset
UAsset
extras
Byte[]
NormalExport()
public NormalExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
PropertyExport
Namespace: UAssetAPI.ExportTypes
Export data for a UProperty.
public class PropertyExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → PropertyExport
Implements ICloneable
Fields
Property
public UProperty Property;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
PropertyExport(Export)
public PropertyExport(Export super)
Parameters
super
Export
PropertyExport(UAsset, Byte[])
public PropertyExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
PropertyExport()
public PropertyExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
RawExport
Namespace: UAssetAPI.ExportTypes
An export that could not be properly parsed by UAssetAPI, and is instead represented as an array of bytes as a fallback.
public class RawExport : Export, System.ICloneable
Inheritance Object → Export → RawExport
Implements ICloneable
Fields
Data
public Byte[] Data;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
RawExport(Export)
public RawExport(Export super)
Parameters
super
Export
RawExport(Byte[], UAsset, Byte[])
public RawExport(Byte[] data, UAsset asset, Byte[] extras)
Parameters
data
Byte[]
asset
UAsset
extras
Byte[]
RawExport()
public RawExport()
Methods
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
SerializedInterfaceReference
Namespace: UAssetAPI.ExportTypes
Represents an interface that a UClass (ClassExport) implements.
public struct SerializedInterfaceReference
Inheritance Object → ValueType → SerializedInterfaceReference
Fields
Class
public int Class;
PointerOffset
public int PointerOffset;
bImplementedByK2
public bool bImplementedByK2;
Constructors
SerializedInterfaceReference(Int32, Int32, Boolean)
SerializedInterfaceReference(int class, int pointerOffset, bool bImplementedByK2)
Parameters
class
Int32
pointerOffset
Int32
bImplementedByK2
Boolean
StringTableExport
Namespace: UAssetAPI.ExportTypes
Export data for a string table. See FStringTable.
public class StringTableExport : NormalExport, System.ICloneable
Inheritance Object → Export → NormalExport → StringTableExport
Implements ICloneable
Fields
Table
public FStringTable Table;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
StringTableExport(Export)
public StringTableExport(Export super)
Parameters
super
Export
StringTableExport(FStringTable, UAsset, Byte[])
public StringTableExport(FStringTable data, UAsset asset, Byte[] extras)
Parameters
data
FStringTable
asset
UAsset
extras
Byte[]
StringTableExport()
public StringTableExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
StructExport
Namespace: UAssetAPI.ExportTypes
Base export for all UObject types that contain fields.
public class StructExport : FieldExport, System.ICloneable
Inheritance Object → Export → NormalExport → FieldExport → StructExport
Implements ICloneable
Fields
SuperStruct
Struct this inherits from, may be null
public FPackageIndex SuperStruct;
Children
List of child fields
public FPackageIndex[] Children;
LoadedProperties
Properties serialized with this struct definition
public FProperty[] LoadedProperties;
ScriptBytecode
The bytecode instructions contained within this struct.
public KismetExpression[] ScriptBytecode;
ScriptBytecodeSize
Bytecode size in total in deserialized memory. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public int ScriptBytecodeSize;
ScriptBytecodeRaw
Raw binary bytecode data. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public Byte[] ScriptBytecodeRaw;
Field
public UField Field;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
StructExport(Export)
public StructExport(Export super)
Parameters
super
Export
StructExport(UAsset, Byte[])
public StructExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
StructExport()
public StructExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UDataTable
Namespace: UAssetAPI.ExportTypes
Imported spreadsheet table.
public class UDataTable
Inheritance Object → UDataTable
Fields
Data
public List<StructPropertyData> Data;
Constructors
UDataTable()
public UDataTable()
UDataTable(List<StructPropertyData>)
public UDataTable(List<StructPropertyData> data)
Parameters
UEnum
Namespace: UAssetAPI.ExportTypes
Reflection data for an enumeration.
public class UEnum
Fields
Names
List of pairs of all enum names and values.
public List<Tuple<FName, long>> Names;
CppForm
How the enum was originally defined.
public ECppForm CppForm;
Constructors
UEnum()
public UEnum()
Methods
Read(AssetBinaryReader, UnrealPackage)
public void Read(AssetBinaryReader reader, UnrealPackage asset)
Parameters
reader
AssetBinaryReader
asset
UnrealPackage
Write(AssetBinaryWriter, UnrealPackage)
public void Write(AssetBinaryWriter writer, UnrealPackage asset)
Parameters
writer
AssetBinaryWriter
asset
UnrealPackage
UserDefinedStructExport
Namespace: UAssetAPI.ExportTypes
public class UserDefinedStructExport : StructExport, System.ICloneable
Inheritance Object → Export → NormalExport → FieldExport → StructExport → UserDefinedStructExport
Implements ICloneable
Fields
StructFlags
public uint StructFlags;
StructData
public List<PropertyData> StructData;
SerializationControl2
public EClassSerializationControlExtension SerializationControl2;
Operation2
public EOverriddenPropertyOperation Operation2;
SuperStruct
Struct this inherits from, may be null
public FPackageIndex SuperStruct;
Children
List of child fields
public FPackageIndex[] Children;
LoadedProperties
Properties serialized with this struct definition
public FProperty[] LoadedProperties;
ScriptBytecode
The bytecode instructions contained within this struct.
public KismetExpression[] ScriptBytecode;
ScriptBytecodeSize
Bytecode size in total in deserialized memory. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public int ScriptBytecodeSize;
ScriptBytecodeRaw
Raw binary bytecode data. Filled out in lieu of StructExport.ScriptBytecode if an error occurs during bytecode parsing.
public Byte[] ScriptBytecodeRaw;
Field
public UField Field;
Data
public List<PropertyData> Data;
ObjectGuid
public Nullable<Guid> ObjectGuid;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
ObjectName
The name of the UObject represented by this resource.
public FName ObjectName;
ObjectFlags
The object flags for the UObject represented by this resource. Only flags that match the RF_Load combination mask will be loaded from disk and applied to the UObject.
public EObjectFlags ObjectFlags;
SerialSize
The number of bytes to serialize when saving/loading this export's UObject.
public long SerialSize;
SerialOffset
The location (into the FLinker's underlying file reader archive) of the beginning of the data for this export's UObject. Used for verification only.
public long SerialOffset;
ScriptSerializationStartOffset
The location (relative to SerialOffset) of the beginning of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4).
public long ScriptSerializationStartOffset;
ScriptSerializationEndOffset
The location (relative to SerialOffset) of the end of the portion of this export's data that is serialized using tagged property serialization. Serialized into packages using tagged property serialization as of ObjectVersionUE5.SCRIPT_SERIALIZATION_OFFSET (5.4)
public long ScriptSerializationEndOffset;
bForcedExport
Was this export forced into the export table via OBJECTMARK_ForceTagExp?
public bool bForcedExport;
bNotForClient
Should this export not be loaded on clients?
public bool bNotForClient;
bNotForServer
Should this export not be loaded on servers?
public bool bNotForServer;
PackageGuid
If this object is a top level package (which must have been forced into the export table via OBJECTMARK_ForceTagExp), this is the GUID for the original package file. Deprecated
public Guid PackageGuid;
IsInheritedInstance
public bool IsInheritedInstance;
PackageFlags
If this export is a top-level package, this is the flags for the original package
public EPackageFlags PackageFlags;
bNotAlwaysLoadedForEditorGame
Should this export be always loaded in editor game?
public bool bNotAlwaysLoadedForEditorGame;
bIsAsset
Is this export an asset?
public bool bIsAsset;
GeneratePublicHash
public bool GeneratePublicHash;
SerializationBeforeSerializationDependencies
public List<FPackageIndex> SerializationBeforeSerializationDependencies;
CreateBeforeSerializationDependencies
public List<FPackageIndex> CreateBeforeSerializationDependencies;
SerializationBeforeCreateDependencies
public List<FPackageIndex> SerializationBeforeCreateDependencies;
CreateBeforeCreateDependencies
public List<FPackageIndex> CreateBeforeCreateDependencies;
Zen_OuterIndex
public FPackageObjectIndex Zen_OuterIndex;
Zen_ClassIndex
public FPackageObjectIndex Zen_ClassIndex;
Zen_SuperIndex
public FPackageObjectIndex Zen_SuperIndex;
Zen_TemplateIndex
public FPackageObjectIndex Zen_TemplateIndex;
PublicExportHash
PublicExportHash. Interpreted as a global import FPackageObjectIndex in UE4 assets.
public ulong PublicExportHash;
Padding
public Byte[] Padding;
Extras
Miscellaneous, unparsed export data, stored as a byte array.
public Byte[] Extras;
Asset
The asset that this export is parsed with.
public UnrealPackage Asset;
Properties
OuterIndex
Location of the resource for this resource's Outer (import/other export). 0 = this resource is a top-level UPackage
public FPackageIndex OuterIndex { get; set; }
Property Value
ClassIndex
Location of this export's class (import/other export). 0 = this export is a UClass
public FPackageIndex ClassIndex { get; set; }
Property Value
SuperIndex
Location of this export's parent class (import/other export). 0 = this export is not derived from UStruct
public FPackageIndex SuperIndex { get; set; }
Property Value
TemplateIndex
Location of this export's template (import/other export). 0 = there is some problem
public FPackageIndex TemplateIndex { get; set; }
Property Value
Constructors
UserDefinedStructExport(Export)
public UserDefinedStructExport(Export super)
Parameters
super
Export
UserDefinedStructExport(UAsset, Byte[])
public UserDefinedStructExport(UAsset asset, Byte[] extras)
Parameters
asset
UAsset
extras
Byte[]
UserDefinedStructExport()
public UserDefinedStructExport()
Methods
Read(AssetBinaryReader, Int32)
public void Read(AssetBinaryReader reader, int nextStarting)
Parameters
reader
AssetBinaryReader
nextStarting
Int32
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
EArrayDim
Namespace: UAssetAPI.FieldTypes
The type of array that this property represents. This is represented an integer in the engine.
public enum EArrayDim
Inheritance Object → ValueType → Enum → EArrayDim
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELifetimeCondition
Namespace: UAssetAPI.FieldTypes
Secondary condition to check before considering the replication of a lifetime property.
public enum ELifetimeCondition
Inheritance Object → ValueType → Enum → ELifetimeCondition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
COND_None | 0 | This property has no condition, and will send anytime it changes |
COND_InitialOnly | 1 | This property will only attempt to send on the initial bunch |
COND_OwnerOnly | 2 | This property will only send to the actor's owner |
COND_SkipOwner | 3 | This property send to every connection EXCEPT the owner |
COND_SimulatedOnly | 4 | This property will only send to simulated actors |
COND_AutonomousOnly | 5 | This property will only send to autonomous actors |
COND_SimulatedOrPhysics | 6 | This property will send to simulated OR bRepPhysics actors |
COND_InitialOrOwner | 7 | This property will send on the initial packet, or to the actors owner |
COND_Custom | 8 | This property has no particular condition, but wants the ability to toggle on/off via SetCustomIsActiveOverride |
COND_ReplayOrOwner | 9 | This property will only send to the replay connection, or to the actors owner |
COND_ReplayOnly | 10 | This property will only send to the replay connection |
COND_SimulatedOnlyNoReplay | 11 | This property will send to actors only, but not to replay connections |
COND_SimulatedOrPhysicsNoReplay | 12 | This property will send to simulated Or bRepPhysics actors, but not to replay connections |
COND_SkipReplay | 13 | This property will not send to the replay connection |
COND_Never | 15 | This property will never be replicated |
FArrayProperty
Namespace: UAssetAPI.FieldTypes
public class FArrayProperty : FProperty
Inheritance Object → FField → FProperty → FArrayProperty
Fields
Inner
public FProperty Inner;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FArrayProperty()
public FArrayProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FBoolProperty
Namespace: UAssetAPI.FieldTypes
public class FBoolProperty : FProperty
Inheritance Object → FField → FProperty → FBoolProperty
Fields
FieldSize
Size of the bitfield/bool property. Equal to ElementSize but used to check if the property has been properly initialized (0-8, where 0 means uninitialized).
public byte FieldSize;
ByteOffset
Offset from the memeber variable to the byte of the property (0-7).
public byte ByteOffset;
ByteMask
Mask of the byte with the property value.
public byte ByteMask;
FieldMask
Mask of the field with the property value. Either equal to ByteMask or 255 in case of 'bool' type.
public byte FieldMask;
NativeBool
public bool NativeBool;
Value
public bool Value;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FBoolProperty()
public FBoolProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FByteProperty
Namespace: UAssetAPI.FieldTypes
public class FByteProperty : FProperty
Inheritance Object → FField → FProperty → FByteProperty
Fields
Enum
A pointer to the UEnum represented by this property
public FPackageIndex Enum;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FByteProperty()
public FByteProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FClassProperty
Namespace: UAssetAPI.FieldTypes
public class FClassProperty : FObjectProperty
Inheritance Object → FField → FProperty → FObjectProperty → FClassProperty
Fields
MetaClass
public FPackageIndex MetaClass;
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FClassProperty()
public FClassProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class FDelegateProperty : FProperty
Inheritance Object → FField → FProperty → FDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FDelegateProperty()
public FDelegateProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FEnumProperty
Namespace: UAssetAPI.FieldTypes
public class FEnumProperty : FProperty
Inheritance Object → FField → FProperty → FEnumProperty
Fields
Enum
A pointer to the UEnum represented by this property
public FPackageIndex Enum;
UnderlyingProp
The FNumericProperty which represents the underlying type of the enum
public FProperty UnderlyingProp;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FEnumProperty()
public FEnumProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FField
Namespace: UAssetAPI.FieldTypes
Base class of reflection data objects.
public class FField
Fields
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FField()
public FField()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FGenericProperty
Namespace: UAssetAPI.FieldTypes
This is a UAssetAPI-specific property that represents anything that we don't have special serialization for
public class FGenericProperty : FProperty
Inheritance Object → FField → FProperty → FGenericProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FGenericProperty()
public FGenericProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FInterfaceProperty
Namespace: UAssetAPI.FieldTypes
public class FInterfaceProperty : FProperty
Inheritance Object → FField → FProperty → FInterfaceProperty
Fields
InterfaceClass
public FPackageIndex InterfaceClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FInterfaceProperty()
public FInterfaceProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMapProperty
Namespace: UAssetAPI.FieldTypes
public class FMapProperty : FProperty
Inheritance Object → FField → FProperty → FMapProperty
Fields
KeyProp
public FProperty KeyProp;
ValueProp
public FProperty ValueProp;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FMapProperty()
public FMapProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMulticastDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class FMulticastDelegateProperty : FDelegateProperty
Inheritance Object → FField → FProperty → FDelegateProperty → FMulticastDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FMulticastDelegateProperty()
public FMulticastDelegateProperty()
FMulticastInlineDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class FMulticastInlineDelegateProperty : FMulticastDelegateProperty
Inheritance Object → FField → FProperty → FDelegateProperty → FMulticastDelegateProperty → FMulticastInlineDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FMulticastInlineDelegateProperty()
public FMulticastInlineDelegateProperty()
FNumericProperty
Namespace: UAssetAPI.FieldTypes
public class FNumericProperty : FProperty
Inheritance Object → FField → FProperty → FNumericProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FNumericProperty()
public FNumericProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FObjectProperty
Namespace: UAssetAPI.FieldTypes
public class FObjectProperty : FProperty
Inheritance Object → FField → FProperty → FObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FObjectProperty()
public FObjectProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FOptionalProperty
Namespace: UAssetAPI.FieldTypes
public class FOptionalProperty : FProperty
Inheritance Object → FField → FProperty → FOptionalProperty
Fields
ValueProperty
public FProperty ValueProperty;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FOptionalProperty()
public FOptionalProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FProperty
Namespace: UAssetAPI.FieldTypes
An UnrealScript variable.
public abstract class FProperty : FField
Inheritance Object → FField → FProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FProperty()
public FProperty()
Methods
SetObject(Object)
public void SetObject(object value)
Parameters
value
Object
GetObject<T>()
public T GetObject<T>()
Type Parameters
T
Returns
T
GetUsmapPropertyType()
public EPropertyType GetUsmapPropertyType()
Returns
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FSetProperty
Namespace: UAssetAPI.FieldTypes
public class FSetProperty : FProperty
Inheritance Object → FField → FProperty → FSetProperty
Fields
ElementProp
public FProperty ElementProp;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FSetProperty()
public FSetProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FSoftClassProperty
Namespace: UAssetAPI.FieldTypes
public class FSoftClassProperty : FObjectProperty
Inheritance Object → FField → FProperty → FObjectProperty → FSoftClassProperty
Fields
MetaClass
public FPackageIndex MetaClass;
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FSoftClassProperty()
public FSoftClassProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FSoftObjectProperty
Namespace: UAssetAPI.FieldTypes
public class FSoftObjectProperty : FObjectProperty
Inheritance Object → FField → FProperty → FObjectProperty → FSoftObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FSoftObjectProperty()
public FSoftObjectProperty()
FStructProperty
Namespace: UAssetAPI.FieldTypes
public class FStructProperty : FProperty
Inheritance Object → FField → FProperty → FStructProperty
Fields
Struct
public FPackageIndex Struct;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FStructProperty()
public FStructProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FWeakObjectProperty
Namespace: UAssetAPI.FieldTypes
public class FWeakObjectProperty : FObjectProperty
Inheritance Object → FField → FProperty → FObjectProperty → FWeakObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepIndex
public ushort RepIndex;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
UsmapPropertyTypeOverrides
public IDictionary<string, EPropertyType> UsmapPropertyTypeOverrides;
SerializedType
public FName SerializedType;
Name
public FName Name;
Flags
public EObjectFlags Flags;
MetaDataMap
public TMap<FName, FString> MetaDataMap;
Constructors
FWeakObjectProperty()
public FWeakObjectProperty()
UArrayProperty
Namespace: UAssetAPI.FieldTypes
public class UArrayProperty : UProperty
Inheritance Object → UField → UProperty → UArrayProperty
Fields
Inner
public FPackageIndex Inner;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UArrayProperty()
public UArrayProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UAssetClassProperty
Namespace: UAssetAPI.FieldTypes
public class UAssetClassProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → UAssetClassProperty
Fields
MetaClass
public FPackageIndex MetaClass;
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UAssetClassProperty()
public UAssetClassProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UAssetObjectProperty
Namespace: UAssetAPI.FieldTypes
public class UAssetObjectProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → UAssetObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UAssetObjectProperty()
public UAssetObjectProperty()
UBoolProperty
Namespace: UAssetAPI.FieldTypes
public class UBoolProperty : UProperty
Inheritance Object → UField → UProperty → UBoolProperty
Fields
NativeBool
public bool NativeBool;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UBoolProperty()
public UBoolProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UByteProperty
Namespace: UAssetAPI.FieldTypes
public class UByteProperty : UProperty
Inheritance Object → UField → UProperty → UByteProperty
Fields
Enum
A pointer to the UEnum represented by this property
public FPackageIndex Enum;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UByteProperty()
public UByteProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UClassProperty
Namespace: UAssetAPI.FieldTypes
public class UClassProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → UClassProperty
Fields
MetaClass
public FPackageIndex MetaClass;
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UClassProperty()
public UClassProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class UDelegateProperty : UProperty
Inheritance Object → UField → UProperty → UDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UDelegateProperty()
public UDelegateProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UDoubleProperty
Namespace: UAssetAPI.FieldTypes
public class UDoubleProperty : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UDoubleProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UDoubleProperty()
public UDoubleProperty()
UEnumProperty
Namespace: UAssetAPI.FieldTypes
public class UEnumProperty : UProperty
Inheritance Object → UField → UProperty → UEnumProperty
Fields
Enum
A pointer to the UEnum represented by this property
public FPackageIndex Enum;
UnderlyingProp
The FNumericProperty which represents the underlying type of the enum
public FPackageIndex UnderlyingProp;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UEnumProperty()
public UEnumProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UField
Namespace: UAssetAPI.FieldTypes
Base class of reflection data objects.
public class UField
Fields
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UField()
public UField()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UFloatProperty
Namespace: UAssetAPI.FieldTypes
public class UFloatProperty : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UFloatProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UFloatProperty()
public UFloatProperty()
UGenericProperty
Namespace: UAssetAPI.FieldTypes
This is a UAssetAPI-specific property that represents anything that we don't have special serialization for
public class UGenericProperty : UProperty
Inheritance Object → UField → UProperty → UGenericProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UGenericProperty()
public UGenericProperty()
UInt16Property
Namespace: UAssetAPI.FieldTypes
public class UInt16Property : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UInt16Property
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UInt16Property()
public UInt16Property()
UInt64Property
Namespace: UAssetAPI.FieldTypes
public class UInt64Property : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UInt64Property
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UInt64Property()
public UInt64Property()
UInt8Property
Namespace: UAssetAPI.FieldTypes
public class UInt8Property : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UInt8Property
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UInt8Property()
public UInt8Property()
UInterfaceProperty
Namespace: UAssetAPI.FieldTypes
public class UInterfaceProperty : UProperty
Inheritance Object → UField → UProperty → UInterfaceProperty
Fields
InterfaceClass
public FPackageIndex InterfaceClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UInterfaceProperty()
public UInterfaceProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UIntProperty
Namespace: UAssetAPI.FieldTypes
public class UIntProperty : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UIntProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UIntProperty()
public UIntProperty()
ULazyObjectProperty
Namespace: UAssetAPI.FieldTypes
public class ULazyObjectProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → ULazyObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
ULazyObjectProperty()
public ULazyObjectProperty()
UMapProperty
Namespace: UAssetAPI.FieldTypes
public class UMapProperty : UProperty
Inheritance Object → UField → UProperty → UMapProperty
Fields
KeyProp
public FPackageIndex KeyProp;
ValueProp
public FPackageIndex ValueProp;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UMapProperty()
public UMapProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UMulticastDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class UMulticastDelegateProperty : UDelegateProperty
Inheritance Object → UField → UProperty → UDelegateProperty → UMulticastDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UMulticastDelegateProperty()
public UMulticastDelegateProperty()
UMulticastInlineDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class UMulticastInlineDelegateProperty : UMulticastDelegateProperty
Inheritance Object → UField → UProperty → UDelegateProperty → UMulticastDelegateProperty → UMulticastInlineDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UMulticastInlineDelegateProperty()
public UMulticastInlineDelegateProperty()
UMulticastSparseDelegateProperty
Namespace: UAssetAPI.FieldTypes
public class UMulticastSparseDelegateProperty : UMulticastDelegateProperty
Inheritance Object → UField → UProperty → UDelegateProperty → UMulticastDelegateProperty → UMulticastSparseDelegateProperty
Fields
SignatureFunction
public FPackageIndex SignatureFunction;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UMulticastSparseDelegateProperty()
public UMulticastSparseDelegateProperty()
UNameProperty
Namespace: UAssetAPI.FieldTypes
public class UNameProperty : UProperty
Inheritance Object → UField → UProperty → UNameProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UNameProperty()
public UNameProperty()
UNumericProperty
Namespace: UAssetAPI.FieldTypes
public class UNumericProperty : UProperty
Inheritance Object → UField → UProperty → UNumericProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UNumericProperty()
public UNumericProperty()
UObjectProperty
Namespace: UAssetAPI.FieldTypes
public class UObjectProperty : UProperty
Inheritance Object → UField → UProperty → UObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UObjectProperty()
public UObjectProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UProperty
Namespace: UAssetAPI.FieldTypes
An UnrealScript variable.
public abstract class UProperty : UField
Inheritance Object → UField → UProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UProperty()
public UProperty()
Methods
SetObject(Object)
public void SetObject(object value)
Parameters
value
Object
GetObject<T>()
public T GetObject<T>()
Type Parameters
T
Returns
T
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
GetUsmapPropertyType()
public EPropertyType GetUsmapPropertyType()
Returns
USetProperty
Namespace: UAssetAPI.FieldTypes
public class USetProperty : UProperty
Inheritance Object → UField → UProperty → USetProperty
Fields
ElementProp
public FPackageIndex ElementProp;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
USetProperty()
public USetProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
USoftClassProperty
Namespace: UAssetAPI.FieldTypes
public class USoftClassProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → USoftClassProperty
Fields
MetaClass
public FPackageIndex MetaClass;
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
USoftClassProperty()
public USoftClassProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
USoftObjectProperty
Namespace: UAssetAPI.FieldTypes
public class USoftObjectProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → USoftObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
USoftObjectProperty()
public USoftObjectProperty()
UStrProperty
Namespace: UAssetAPI.FieldTypes
public class UStrProperty : UProperty
Inheritance Object → UField → UProperty → UStrProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UStrProperty()
public UStrProperty()
UStructProperty
Namespace: UAssetAPI.FieldTypes
public class UStructProperty : UProperty
Inheritance Object → UField → UProperty → UStructProperty
Fields
Struct
public FPackageIndex Struct;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UStructProperty()
public UStructProperty()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
UTextProperty
Namespace: UAssetAPI.FieldTypes
public class UTextProperty : UProperty
Inheritance Object → UField → UProperty → UTextProperty
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UTextProperty()
public UTextProperty()
UUInt16Property
Namespace: UAssetAPI.FieldTypes
public class UUInt16Property : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UUInt16Property
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UUInt16Property()
public UUInt16Property()
UUInt32Property
Namespace: UAssetAPI.FieldTypes
public class UUInt32Property : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UUInt32Property
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UUInt32Property()
public UUInt32Property()
UUInt64Property
Namespace: UAssetAPI.FieldTypes
public class UUInt64Property : UNumericProperty
Inheritance Object → UField → UProperty → UNumericProperty → UUInt64Property
Fields
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UUInt64Property()
public UUInt64Property()
UWeakObjectProperty
Namespace: UAssetAPI.FieldTypes
public class UWeakObjectProperty : UObjectProperty
Inheritance Object → UField → UProperty → UObjectProperty → UWeakObjectProperty
Fields
PropertyClass
public FPackageIndex PropertyClass;
ArrayDim
public EArrayDim ArrayDim;
ElementSize
public int ElementSize;
PropertyFlags
public EPropertyFlags PropertyFlags;
RepNotifyFunc
public FName RepNotifyFunc;
BlueprintReplicationCondition
public ELifetimeCondition BlueprintReplicationCondition;
RawValue
public object RawValue;
Next
Next Field in the linked list. Removed entirely in the custom version FFrameworkObjectVersion::RemoveUField_Next in favor of a regular array
public FPackageIndex Next;
Constructors
UWeakObjectProperty()
public UWeakObjectProperty()
EExportCommandType
Namespace: UAssetAPI.IO
public enum EExportCommandType
Inheritance Object → ValueType → Enum → EExportCommandType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIoChunkType4
Namespace: UAssetAPI.IO
EIoChunkType in UE4
public enum EIoChunkType4
Inheritance Object → ValueType → Enum → EIoChunkType4
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIoChunkType5
Namespace: UAssetAPI.IO
EIoChunkType in UE5
public enum EIoChunkType5
Inheritance Object → ValueType → Enum → EIoChunkType5
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIoCompressionMethod
Namespace: UAssetAPI.IO
Enum of known compression methods. Serialized as a string, but stored as an enum in UAssetAPI for convenience.
public enum EIoCompressionMethod
Inheritance Object → ValueType → Enum → EIoCompressionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIoContainerFlags
Namespace: UAssetAPI.IO
public enum EIoContainerFlags
Inheritance Object → ValueType → Enum → EIoContainerFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIoStoreTocEntryMetaFlags
Namespace: UAssetAPI.IO
public enum EIoStoreTocEntryMetaFlags
Inheritance Object → ValueType → Enum → EIoStoreTocEntryMetaFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIoStoreTocVersion
Namespace: UAssetAPI.IO
IO store container format version
public enum EIoStoreTocVersion
Inheritance Object → ValueType → Enum → EIoStoreTocVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EZenPackageVersion
Namespace: UAssetAPI.IO
public enum EZenPackageVersion
Inheritance Object → ValueType → Enum → EZenPackageVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
FExportBundleEntry
Namespace: UAssetAPI.IO
public struct FExportBundleEntry
Inheritance Object → ValueType → FExportBundleEntry
Fields
LocalExportIndex
public uint LocalExportIndex;
CommandType
public EExportCommandType CommandType;
Methods
Read(AssetBinaryReader)
FExportBundleEntry Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
Write(AssetBinaryWriter, UInt32, EExportCommandType)
int Write(AssetBinaryWriter writer, uint lei, EExportCommandType typ)
Parameters
writer
AssetBinaryWriter
lei
UInt32
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FExportBundleHeader
Namespace: UAssetAPI.IO
public struct FExportBundleHeader
Inheritance Object → ValueType → FExportBundleHeader
Fields
SerialOffset
public ulong SerialOffset;
FirstEntryIndex
public uint FirstEntryIndex;
EntryCount
public uint EntryCount;
Methods
Read(AssetBinaryReader)
FExportBundleHeader Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
Write(AssetBinaryWriter, UInt64, UInt32, UInt32)
int Write(AssetBinaryWriter writer, ulong v1, uint v2, uint v3)
Parameters
writer
AssetBinaryWriter
v1
UInt64
v2
UInt32
v3
UInt32
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FExternalArc
Namespace: UAssetAPI.IO
public struct FExternalArc
Inheritance Object → ValueType → FExternalArc
Fields
FromImportIndex
public int FromImportIndex;
ToExportBundleIndex
public int ToExportBundleIndex;
Methods
Read(AssetBinaryReader)
FExternalArc Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
Write(AssetBinaryWriter, Int32, EExportCommandType, Int32)
int Write(AssetBinaryWriter writer, int v1, EExportCommandType v2, int v3)
Parameters
writer
AssetBinaryWriter
v1
Int32
v3
Int32
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FInternalArc
Namespace: UAssetAPI.IO
public struct FInternalArc
Inheritance Object → ValueType → FInternalArc
Fields
FromExportBundleIndex
public int FromExportBundleIndex;
ToExportBundleIndex
public int ToExportBundleIndex;
Methods
Read(AssetBinaryReader)
FInternalArc Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
Write(AssetBinaryWriter, Int32, Int32)
int Write(AssetBinaryWriter writer, int v2, int v3)
Parameters
writer
AssetBinaryWriter
v2
Int32
v3
Int32
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FIoChunkId
Namespace: UAssetAPI.IO
Identifier to a chunk of data.
public struct FIoChunkId
Inheritance Object → ValueType → FIoChunkId
Fields
ChunkId
public ulong ChunkId;
ChunkIndex
public ushort ChunkIndex;
ChunkType
public byte ChunkType;
Properties
ChunkType4
public EIoChunkType4 ChunkType4 { get; }
Property Value
ChunkType5
public EIoChunkType5 ChunkType5 { get; }
Property Value
Constructors
FIoChunkId(UInt64, UInt16, Byte)
FIoChunkId(ulong chunkId, ushort chunkIndex, byte chunkType)
Parameters
chunkId
UInt64
chunkIndex
UInt16
chunkType
Byte
FIoChunkId(UInt64, UInt16, EIoChunkType4)
FIoChunkId(ulong chunkId, ushort chunkIndex, EIoChunkType4 chunkType)
Parameters
chunkId
UInt64
chunkIndex
UInt16
chunkType
EIoChunkType4
FIoChunkId(UInt64, UInt16, EIoChunkType5)
FIoChunkId(ulong chunkId, ushort chunkIndex, EIoChunkType5 chunkType)
Parameters
chunkId
UInt64
chunkIndex
UInt16
chunkType
EIoChunkType5
Methods
Read(IOStoreBinaryReader)
FIoChunkId Read(IOStoreBinaryReader reader)
Parameters
reader
IOStoreBinaryReader
Returns
Pack(UInt64, UInt16, Byte)
Byte[] Pack(ulong v1, ushort v2_, byte v3)
Parameters
v1
UInt64
v2_
UInt16
v3
Byte
Returns
Pack()
Byte[] Pack()
Returns
Write(IOStoreBinaryWriter, UInt64, UInt16, Byte)
int Write(IOStoreBinaryWriter writer, ulong v1, ushort v2, byte v3)
Parameters
writer
IOStoreBinaryWriter
v1
UInt64
v2
UInt16
v3
Byte
Returns
Write(IOStoreBinaryWriter)
int Write(IOStoreBinaryWriter writer)
Parameters
writer
IOStoreBinaryWriter
Returns
FIoDirectoryEntry
Namespace: UAssetAPI.IO
public class FIoDirectoryEntry
Inheritance Object → FIoDirectoryEntry
Fields
ParentContainer
public IOStoreContainer ParentContainer;
FirstChildEntry
public uint FirstChildEntry;
NextSiblingEntry
public uint NextSiblingEntry;
FirstFileEntry
public uint FirstFileEntry;
Properties
Name
public FString Name { get; set; }
Property Value
Constructors
FIoDirectoryEntry(IOStoreContainer, UInt32, UInt32, UInt32, UInt32)
public FIoDirectoryEntry(IOStoreContainer padre, uint nameIndex, uint firstChildEntryIndex, uint nextSiblingEntryIndex, uint firstFileEntryIndex)
Parameters
padre
IOStoreContainer
nameIndex
UInt32
firstChildEntryIndex
UInt32
nextSiblingEntryIndex
UInt32
firstFileEntryIndex
UInt32
FIoFileEntry
Namespace: UAssetAPI.IO
public class FIoFileEntry
Inheritance Object → FIoFileEntry
Fields
ParentContainer
public IOStoreContainer ParentContainer;
NextFileEntry
public uint NextFileEntry;
UserData
public uint UserData;
Properties
Name
public FString Name { get; set; }
Property Value
Constructors
FIoFileEntry(IOStoreContainer, UInt32, UInt32, UInt32)
public FIoFileEntry(IOStoreContainer padre, uint nameIndex, uint nextFileEntryIndex, uint userDataIndex)
Parameters
padre
IOStoreContainer
nameIndex
UInt32
nextFileEntryIndex
UInt32
userDataIndex
UInt32
FIoOffsetAndLength
Namespace: UAssetAPI.IO
public struct FIoOffsetAndLength
Inheritance Object → ValueType → FIoOffsetAndLength
Fields
Offset
public ulong Offset;
Length
public ulong Length;
Methods
Read(IOStoreBinaryReader)
FIoOffsetAndLength Read(IOStoreBinaryReader reader)
Parameters
reader
IOStoreBinaryReader
Returns
Write(IOStoreBinaryWriter, UInt64, UInt64)
int Write(IOStoreBinaryWriter writer, ulong v1, ulong v2)
Parameters
writer
IOStoreBinaryWriter
v1
UInt64
v2
UInt64
Returns
Write(IOStoreBinaryWriter)
int Write(IOStoreBinaryWriter writer)
Parameters
writer
IOStoreBinaryWriter
Returns
FIoStoreMetaData
Namespace: UAssetAPI.IO
public struct FIoStoreMetaData
Inheritance Object → ValueType → FIoStoreMetaData
Fields
SHA1Hash
public Byte[] SHA1Hash;
Flags
public EIoStoreTocEntryMetaFlags Flags;
FIoStoreTocCompressedBlockEntry
Namespace: UAssetAPI.IO
Compression block entry.
public struct FIoStoreTocCompressedBlockEntry
Inheritance Object → ValueType → FIoStoreTocCompressedBlockEntry
Fields
Offset
public ulong Offset;
CompressedSize
public uint CompressedSize;
UncompressedSize
public uint UncompressedSize;
CompressionMethodIndex
public byte CompressionMethodIndex;
OffsetBits
public static int OffsetBits;
OffsetMask
public static ulong OffsetMask;
SizeBits
public static int SizeBits;
SizeMask
public static uint SizeMask;
SizeShift
public static int SizeShift;
Methods
Read(IOStoreBinaryReader)
FIoStoreTocCompressedBlockEntry Read(IOStoreBinaryReader reader)
Parameters
reader
IOStoreBinaryReader
Returns
FIoStoreTocCompressedBlockEntry
Write(IOStoreBinaryWriter, UInt64, UInt32, UInt32, Byte)
int Write(IOStoreBinaryWriter writer, ulong v1, uint v2, uint v3, byte v4)
Parameters
writer
IOStoreBinaryWriter
v1
UInt64
v2
UInt32
v3
UInt32
v4
Byte
Returns
Write(IOStoreBinaryWriter)
int Write(IOStoreBinaryWriter writer)
Parameters
writer
IOStoreBinaryWriter
Returns
FScriptObjectEntry
Namespace: UAssetAPI.IO
public struct FScriptObjectEntry
Inheritance Object → ValueType → FScriptObjectEntry
Fields
ObjectName
public FName ObjectName;
GlobalIndex
public FPackageObjectIndex GlobalIndex;
OuterIndex
public FPackageObjectIndex OuterIndex;
CDOClassIndex
public FPackageObjectIndex CDOClassIndex;
FSerializedNameHeader
Namespace: UAssetAPI.IO
public class FSerializedNameHeader
Inheritance Object → FSerializedNameHeader
Fields
bIsWide
public bool bIsWide;
Len
public int Len;
Constructors
FSerializedNameHeader()
public FSerializedNameHeader()
Methods
Read(BinaryReader)
public static FSerializedNameHeader Read(BinaryReader reader)
Parameters
reader
BinaryReader
Returns
Write(BinaryWriter, Boolean, Int32)
public static void Write(BinaryWriter writer, bool bIsWideVal, int lenVal)
Parameters
writer
BinaryWriter
bIsWideVal
Boolean
lenVal
Int32
Write(BinaryWriter)
public void Write(BinaryWriter writer)
Parameters
writer
BinaryWriter
INameMap
Namespace: UAssetAPI.IO
public interface INameMap
Methods
GetNameMapIndexList()
IReadOnlyList<FString> GetNameMapIndexList()
Returns
ClearNameIndexList()
void ClearNameIndexList()
SetNameReference(Int32, FString)
void SetNameReference(int index, FString value)
Parameters
index
Int32
value
FString
GetNameReference(Int32)
FString GetNameReference(int index)
Parameters
index
Int32
Returns
ContainsNameReference(FString)
bool ContainsNameReference(FString search)
Parameters
search
FString
Returns
SearchNameReference(FString)
int SearchNameReference(FString search)
Parameters
search
FString
Returns
AddNameReference(FString, Boolean)
int AddNameReference(FString name, bool forceAddDuplicates)
Parameters
name
FString
forceAddDuplicates
Boolean
Returns
CanCreateDummies()
bool CanCreateDummies()
Returns
IOGlobalData
Namespace: UAssetAPI.IO
Global data exported from a game's global IO store container.
public class IOGlobalData : INameMap
Inheritance Object → IOGlobalData
Implements INameMap
Fields
ScriptObjectEntries
public FScriptObjectEntry[] ScriptObjectEntries;
ScriptObjectEntriesMap
public Dictionary<FPackageObjectIndex, FScriptObjectEntry> ScriptObjectEntriesMap;
Constructors
IOGlobalData(IOStoreContainer, EngineVersion)
public IOGlobalData(IOStoreContainer container, EngineVersion engineVersion)
Parameters
container
IOStoreContainer
engineVersion
EngineVersion
Methods
FixNameMapLookupIfNeeded()
internal void FixNameMapLookupIfNeeded()
GetNameMapIndexList()
Returns the name map as a read-only list of FStrings.
public IReadOnlyList<FString> GetNameMapIndexList()
Returns
IReadOnlyList<FString>
The name map as a read-only list of FStrings.
ClearNameIndexList()
Clears the name map. This method should be used with extreme caution, as it may break unparsed references to the name map.
public void ClearNameIndexList()
SetNameReference(Int32, FString)
Replaces a value in the name map at a particular index.
public void SetNameReference(int index, FString value)
Parameters
index
Int32
The index to overwrite in the name map.
value
FString
The value that will be replaced in the name map.
GetNameReference(Int32)
Gets a value in the name map at a particular index.
public FString GetNameReference(int index)
Parameters
index
Int32
The index to return the value at.
Returns
FString
The value at the index provided.
GetNameReferenceWithoutZero(Int32)
Gets a value in the name map at a particular index, but with the index zero being treated as if it is not valid.
public FString GetNameReferenceWithoutZero(int index)
Parameters
index
Int32
The index to return the value at.
Returns
FString
The value at the index provided.
ContainsNameReference(FString)
Checks whether or not the value exists in the name map.
public bool ContainsNameReference(FString search)
Parameters
search
FString
The value to search the name map for.
Returns
Boolean
true if the value appears in the name map, otherwise false.
SearchNameReference(FString)
Searches the name map for a particular value.
public int SearchNameReference(FString search)
Parameters
search
FString
The value to search the name map for.
Returns
Int32
The index at which the value appears in the name map.
Exceptions
NameMapOutOfRangeException
Thrown when the value provided does not appear in the name map.
AddNameReference(FString, Boolean)
Adds a new value to the name map.
public int AddNameReference(FString name, bool forceAddDuplicates)
Parameters
name
FString
The value to add to the name map.
forceAddDuplicates
Boolean
Whether or not to add a new entry if the value provided already exists in the name map.
Returns
Int32
The index of the new value in the name map. If the value already existed in the name map beforehand, that index will be returned instead.
Exceptions
ArgumentException
Thrown when forceAddDuplicates is false and the value provided is null or empty.
CanCreateDummies()
Whether or not we can create dummies in this name map. If false, attempting to define a dummy will append to the name map instead.
public bool CanCreateDummies()
Returns
Boolean
A boolean.
IOStoreBinaryReader
Namespace: UAssetAPI.IO
public class IOStoreBinaryReader : UAssetAPI.UnrealBinaryReader, System.IDisposable
Inheritance Object → BinaryReader → UnrealBinaryReader → IOStoreBinaryReader
Implements IDisposable
Fields
Asset
public IOStoreContainer Asset;
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
IOStoreBinaryReader(Stream, IOStoreContainer)
public IOStoreBinaryReader(Stream stream, IOStoreContainer asset)
Parameters
stream
Stream
asset
IOStoreContainer
Methods
ReadFName(INameMap)
public FName ReadFName(INameMap nameMap)
Parameters
nameMap
INameMap
Returns
IOStoreBinaryWriter
Namespace: UAssetAPI.IO
public class IOStoreBinaryWriter : System.IO.BinaryWriter, System.IDisposable, System.IAsyncDisposable
Inheritance Object → BinaryWriter → IOStoreBinaryWriter
Implements IDisposable, IAsyncDisposable
Fields
Asset
public IOStoreContainer Asset;
Properties
BaseStream
public Stream BaseStream { get; }
Property Value
Constructors
IOStoreBinaryWriter(IOStoreContainer)
public IOStoreBinaryWriter(IOStoreContainer asset)
Parameters
asset
IOStoreContainer
IOStoreBinaryWriter(Stream, IOStoreContainer)
public IOStoreBinaryWriter(Stream stream, IOStoreContainer asset)
Parameters
stream
Stream
asset
IOStoreContainer
IOStoreBinaryWriter(Stream, Encoding, IOStoreContainer)
public IOStoreBinaryWriter(Stream stream, Encoding encoding, IOStoreContainer asset)
Parameters
stream
Stream
encoding
Encoding
asset
IOStoreContainer
IOStoreBinaryWriter(Stream, Encoding, Boolean, IOStoreContainer)
public IOStoreBinaryWriter(Stream stream, Encoding encoding, bool leaveOpen, IOStoreContainer asset)
Parameters
stream
Stream
encoding
Encoding
leaveOpen
Boolean
asset
IOStoreContainer
Methods
Write(Int16)
public void Write(short value)
Parameters
value
Int16
Write(UInt16)
public void Write(ushort value)
Parameters
value
UInt16
Write(Int32)
public void Write(int value)
Parameters
value
Int32
Write(UInt32)
public void Write(uint value)
Parameters
value
UInt32
Write(Int64)
public void Write(long value)
Parameters
value
Int64
Write(UInt64)
public void Write(ulong value)
Parameters
value
UInt64
Write(Single)
public void Write(float value)
Parameters
value
Single
Write(Double)
public void Write(double value)
Parameters
value
Double
Write(String)
public void Write(string value)
Parameters
value
String
Write(FString)
public int Write(FString value)
Parameters
value
FString
Returns
IOStoreContainer
Namespace: UAssetAPI.IO
Represents an IO store container (utoc/ucas).
public class IOStoreContainer : System.IDisposable
Inheritance Object → IOStoreContainer
Implements IDisposable
Fields
FilePathTOC
The path of the .utoc file on disk.
public string FilePathTOC;
HasReadToc
public bool HasReadToc;
TocVersion
public EIoStoreTocVersion TocVersion;
ChunkIds
public FIoChunkId[] ChunkIds;
ChunkMap
public Dictionary<FIoChunkId, FIoOffsetAndLength> ChunkMap;
CompressionMethods
public List<EIoCompressionMethod> CompressionMethods;
CompressionBlocks
public List<FIoStoreTocCompressedBlockEntry> CompressionBlocks;
Files
public Dictionary<string, FIoChunkId> Files;
_reserved0
public byte _reserved0;
_reserved1
public ushort _reserved1;
CompressionBlockSize
public uint CompressionBlockSize;
PartitionCount
public uint PartitionCount;
ContainerId
public ulong ContainerId;
EncryptionKeyGuid
public Guid EncryptionKeyGuid;
ContainerFlags
public EIoContainerFlags ContainerFlags;
_reserved3
public byte _reserved3;
_reserved4
public ushort _reserved4;
PartitionSize
public ulong PartitionSize;
_reserved7
public uint _reserved7;
_reserved8
public UInt64[] _reserved8;
TocSignature
public Byte[] TocSignature;
BlockSignature
public Byte[] BlockSignature;
ChunkHashes
public List<Byte[]> ChunkHashes;
MountPoint
public FString MountPoint;
DirectoryEntries
public List<FIoDirectoryEntry> DirectoryEntries;
FileEntries
public List<FIoFileEntry> FileEntries;
MetaData
public List<FIoStoreMetaData> MetaData;
TOC_MAGIC
public static Byte[] TOC_MAGIC;
Constructors
IOStoreContainer(String)
Reads an io store container from disk and initializes a new instance of the IOStoreContainer class to store its data in memory.
public IOStoreContainer(string tocPath)
Parameters
tocPath
String
The path of the .utoc file on disk that this instance will read from. Respective .ucas files must be located in the same directory.
Exceptions
FormatException
Throw when the asset cannot be parsed correctly.
IOStoreContainer()
Initializes a new instance of the IOStoreContainer class. This instance will store no container data and does not represent any container in particular until the IOStoreContainer.ReadToc(IOStoreBinaryReader) method is manually called.
public IOStoreContainer()
Methods
ClearNameIndexList()
internal void ClearNameIndexList()
FixNameMapLookupIfNeeded()
internal void FixNameMapLookupIfNeeded()
ContainsNameReference(FString)
internal bool ContainsNameReference(FString search)
Parameters
search
FString
Returns
SearchNameReference(FString)
internal int SearchNameReference(FString search)
Parameters
search
FString
Returns
AddNameReference(FString, Boolean)
internal int AddNameReference(FString name, bool forceAddDuplicates)
Parameters
name
FString
forceAddDuplicates
Boolean
Returns
BeginRead()
Opens a file stream for each partition in this container. This must be called before reading any CAS blocks.
public void BeginRead()
EndRead()
Closes all partition file streams. This must be called once reading CAS blocks has been finished.
public void EndRead()
Dispose()
public void Dispose()
GetAllFiles()
Returns a list of the path of every in this container.
public String[] GetAllFiles()
Returns
String[]
A list of the path of every in this container.
Extract(String)
Extracts every file in this container to disk. This operation may take a while.
public int Extract(string outPath)
Parameters
outPath
String
The directory to extract to.
Returns
Int32
The number of files that were successfully extracted.
ReadFile(String)
Reads out a specific file within this container.
public Byte[] ReadFile(string path)
Parameters
path
String
The path to the file in question.
Returns
Byte[]
The raw data of the file.
DoesChunkExist(FIoChunkId)
public bool DoesChunkExist(FIoChunkId chunkId)
Parameters
chunkId
FIoChunkId
Returns
ReadChunk(FIoChunkId)
Reads out a specific chunk.
public Byte[] ReadChunk(FIoChunkId chunkId)
Parameters
chunkId
FIoChunkId
The ID of the chunk to read.
Returns
Byte[]
The raw data of the chunk in question.
ReadRaw(Int64, Int64)
Reads out any segment of CAS data.
public Byte[] ReadRaw(long offset, long length)
Parameters
offset
Int64
The offset of the chunk to read.
length
Int64
The length of the chunk to read.
Returns
Byte[]
The raw data that was read.
ReadToc(IOStoreBinaryReader)
public void ReadToc(IOStoreBinaryReader reader)
Parameters
reader
IOStoreBinaryReader
PathToStream(String)
Creates a MemoryStream from an asset path.
public MemoryStream PathToStream(string p)
Parameters
p
String
The path to the input file.
Returns
MemoryStream
A new MemoryStream that stores the binary data of the input file.
PathToReader(String)
Creates a BinaryReader from an asset path.
public IOStoreBinaryReader PathToReader(string p)
Parameters
p
String
The path to the input file.
Returns
IOStoreBinaryReader
A new BinaryReader that stores the binary data of the input file.
ZenAsset
Namespace: UAssetAPI.IO
public class ZenAsset : UAssetAPI.UnrealPackage, INameMap
Inheritance Object → UnrealPackage → ZenAsset
Implements INameMap
Fields
GlobalData
The global data of the game that this asset is from.
public IOGlobalData GlobalData;
ZenVersion
public EZenPackageVersion ZenVersion;
Name
public FName Name;
SourceName
public FName SourceName;
VerifyHashes
Should serialized hashes be verified on read?
public bool VerifyHashes;
HashVersion
public ulong HashVersion;
BulkDataMap
public Byte[] BulkDataMap;
ImportedPublicExportHashes
public UInt64[] ImportedPublicExportHashes;
Imports
Map of object imports. UAssetAPI used to call these "links."
public List<FPackageObjectIndex> Imports;
Info
Agent string to provide context in serialized JSON.
public string Info;
FilePath
The path of the file on disk that this asset represents. This does not need to be specified for regular parsing.
public string FilePath;
Mappings
The corresponding mapping data for the game that this asset is from. Optional unless unversioned properties are present.
public Usmap Mappings;
CustomSerializationFlags
List of custom serialization flags, used to override certain optional behavior in how UAssetAPI serializes assets.
public CustomSerializationFlags CustomSerializationFlags;
UseSeparateBulkDataFiles
Should the asset be split into separate .uasset, .uexp, and .ubulk files, as opposed to one single .uasset file?
public bool UseSeparateBulkDataFiles;
IsUnversioned
Should this asset not serialize its engine and custom versions?
public bool IsUnversioned;
FileVersionLicenseeUE
The licensee file version. Used by some games to add their own Engine-level versioning.
public int FileVersionLicenseeUE;
ObjectVersion
The object version of UE4 that will be used to parse this asset.
public ObjectVersion ObjectVersion;
ObjectVersionUE5
The object version of UE5 that will be used to parse this asset. Set to ObjectVersionUE5.UNKNOWN for UE4 games.
public ObjectVersionUE5 ObjectVersionUE5;
CustomVersionContainer
All the custom versions stored in the archive.
public List<CustomVersion> CustomVersionContainer;
GatherableTextData
Map of the gatherable text data.
public List<FGatherableTextData> GatherableTextData;
Exports
Map of object exports. UAssetAPI used to call these "categories."
public List<Export> Exports;
SearchableNames
List of Searchable Names, by object containing them. Sorted to keep order consistent.
public SortedDictionary<FPackageIndex, List<FName>> SearchableNames;
Thumbnails
Map of object full names to the thumbnails
public Dictionary<string, FObjectThumbnail> Thumbnails;
WorldTileInfo
Tile information used by WorldComposition. Defines properties necessary for tile positioning in the world.
public FWorldTileInfo WorldTileInfo;
MapStructTypeOverride
In MapProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct.
To that end, this dictionary maps MapProperty names to the type of the structs within them (tuple of key struct type and value struct type) if they are not None-terminated property lists.
public Dictionary<string, Tuple<FString, FString>> MapStructTypeOverride;
ArrayStructTypeOverride
IN ENGINE VERSIONS BEFORE ObjectVersion.VER_UE4_INNER_ARRAY_TAG_INFO:
In ArrayProperties that have StructProperties as their keys or values, there is no universal, context-free way to determine the type of the struct. To that end, this dictionary maps ArrayProperty names to the type of the structs within them.
public Dictionary<string, FString> ArrayStructTypeOverride;
Properties
PackageFlags
The flags for this package.
public EPackageFlags PackageFlags { get; set; }
Property Value
HasUnversionedProperties
Whether or not this asset uses unversioned properties.
public bool HasUnversionedProperties { get; }
Property Value
IsFilterEditorOnly
Whether or not this asset has PKG_FilterEditorOnly flag.
public bool IsFilterEditorOnly { get; }
Property Value
Constructors
ZenAsset(String, EngineVersion, Usmap)
Reads an asset from disk and initializes a new instance of the UAsset class to store its data in memory.
public ZenAsset(string path, EngineVersion engineVersion, Usmap mappings)
Parameters
path
String
The path of the asset file on disk that this instance will read from.
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
ZenAsset(AssetBinaryReader, EngineVersion, Usmap, Boolean)
Reads an asset from a BinaryReader and initializes a new instance of the ZenAsset class to store its data in memory.
public ZenAsset(AssetBinaryReader reader, EngineVersion engineVersion, Usmap mappings, bool useSeparateBulkDataFiles)
Parameters
reader
AssetBinaryReader
The asset's BinaryReader that this instance will read from.
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
useSeparateBulkDataFiles
Boolean
Does this asset uses separate bulk data files (.uexp, .ubulk)?
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
ZenAsset(EngineVersion, Usmap)
Initializes a new instance of the ZenAsset class. This instance will store no asset data and does not represent any asset in particular until the ZenAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.
public ZenAsset(EngineVersion engineVersion, Usmap mappings)
Parameters
engineVersion
EngineVersion
The version of the Unreal Engine that will be used to parse this asset. If the asset is versioned, this can be left unspecified.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
ZenAsset(String, ObjectVersion, List<CustomVersion>, Usmap)
Reads an asset from disk and initializes a new instance of the ZenAsset class to store its data in memory.
public ZenAsset(string path, ObjectVersion objectVersion, List<CustomVersion> customVersionContainer, Usmap mappings)
Parameters
path
String
The path of the asset file on disk that this instance will read from.
objectVersion
ObjectVersion
The object version of the Unreal Engine that will be used to parse this asset
customVersionContainer
List<CustomVersion>
A list of custom versions to parse this asset with.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
ZenAsset(AssetBinaryReader, ObjectVersion, List<CustomVersion>, Usmap, Boolean)
Reads an asset from a BinaryReader and initializes a new instance of the ZenAsset class to store its data in memory.
public ZenAsset(AssetBinaryReader reader, ObjectVersion objectVersion, List<CustomVersion> customVersionContainer, Usmap mappings, bool useSeparateBulkDataFiles)
Parameters
reader
AssetBinaryReader
The asset's BinaryReader that this instance will read from.
objectVersion
ObjectVersion
The object version of the Unreal Engine that will be used to parse this asset
customVersionContainer
List<CustomVersion>
A list of custom versions to parse this asset with.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
useSeparateBulkDataFiles
Boolean
Does this asset uses separate bulk data files (.uexp, .ubulk)?
Exceptions
UnknownEngineVersionException
Thrown when this is an unversioned asset and ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
ZenAsset(ObjectVersion, List<CustomVersion>, Usmap)
Initializes a new instance of the ZenAsset class. This instance will store no asset data and does not represent any asset in particular until the ZenAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.
public ZenAsset(ObjectVersion objectVersion, List<CustomVersion> customVersionContainer, Usmap mappings)
Parameters
objectVersion
ObjectVersion
The object version of the Unreal Engine that will be used to parse this asset
customVersionContainer
List<CustomVersion>
A list of custom versions to parse this asset with.
mappings
Usmap
A valid set of mappings for the game that this asset is from. Not required unless unversioned properties are used.
ZenAsset()
Initializes a new instance of the ZenAsset class. This instance will store no asset data and does not represent any asset in particular until the ZenAsset.Read(AssetBinaryReader, Int32[], Int32[]) method is manually called.
public ZenAsset()
Methods
GetStringFromCityHash64(UInt64)
public string GetStringFromCityHash64(ulong val)
Parameters
val
UInt64
Returns
GetParentClass(FName&, FName&)
Finds the class path and export name of the SuperStruct of this asset, if it exists.
public void GetParentClass(FName& parentClassPath, FName& parentClassExportName)
Parameters
parentClassPath
FName&
The class path of the SuperStruct of this asset, if it exists.
parentClassExportName
FName&
The export name of the SuperStruct of this asset, if it exists.
GetParentClassExportName(FName&)
internal FName GetParentClassExportName(FName& modulePath)
Parameters
modulePath
FName&
Returns
Read(AssetBinaryReader, Int32[], Int32[])
Reads an asset into memory.
public void Read(AssetBinaryReader reader, Int32[] manualSkips, Int32[] forceReads)
Parameters
reader
AssetBinaryReader
The input reader.
manualSkips
Int32[]
An array of export indexes to skip parsing. For most applications, this should be left blank.
forceReads
Int32[]
An array of export indexes that must be read, overriding entries in the manualSkips parameter. For most applications, this should be left blank.
Exceptions
UnknownEngineVersionException
Thrown when ObjectVersion is unspecified.
FormatException
Throw when the asset cannot be parsed correctly.
WriteData()
Serializes an asset from memory.
public MemoryStream WriteData()
Returns
MemoryStream
A stream that the asset has been serialized to.
Write(String)
Serializes and writes an asset to disk from memory.
public void Write(string outputPath)
Parameters
outputPath
String
The path on disk to write the asset to.
Exceptions
UnknownEngineVersionException
Thrown when ObjectVersion is unspecified.
FNameJsonConverter
Namespace: UAssetAPI.JSON
public class FNameJsonConverter : Newtonsoft.Json.JsonConverter
Inheritance Object → JsonConverter → FNameJsonConverter
Fields
ToBeFilled
public Dictionary<FName, string> ToBeFilled;
currentI
public int currentI;
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
FNameJsonConverter(Dictionary<FName, String>)
public FNameJsonConverter(Dictionary<FName, string> dict)
Parameters
dict
Dictionary<FName, String>
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
FPackageIndexJsonConverter
Namespace: UAssetAPI.JSON
public class FPackageIndexJsonConverter : Newtonsoft.Json.JsonConverter
Inheritance Object → JsonConverter → FPackageIndexJsonConverter
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
FPackageIndexJsonConverter()
public FPackageIndexJsonConverter()
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
FSignedZeroJsonConverter
Namespace: UAssetAPI.JSON
public class FSignedZeroJsonConverter : Newtonsoft.Json.JsonConverter
Inheritance Object → JsonConverter → FSignedZeroJsonConverter
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
FSignedZeroJsonConverter()
public FSignedZeroJsonConverter()
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
FStringJsonConverter
Namespace: UAssetAPI.JSON
public class FStringJsonConverter : Newtonsoft.Json.JsonConverter
Inheritance Object → JsonConverter → FStringJsonConverter
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
FStringJsonConverter()
public FStringJsonConverter()
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
FStringTableJsonConverter
Namespace: UAssetAPI.JSON
public class FStringTableJsonConverter : Newtonsoft.Json.JsonConverter
Inheritance Object → JsonConverter → FStringTableJsonConverter
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
FStringTableJsonConverter()
public FStringTableJsonConverter()
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
GuidJsonConverter
Namespace: UAssetAPI.JSON
public class GuidJsonConverter : Newtonsoft.Json.JsonConverter
Inheritance Object → JsonConverter → GuidJsonConverter
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
GuidJsonConverter()
public GuidJsonConverter()
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
TMapJsonConverter<TKey, TValue>
Namespace: UAssetAPI.JSON
public class TMapJsonConverter<TKey, TValue> : Newtonsoft.Json.JsonConverter
Type Parameters
TKey
TValue
Inheritance Object → JsonConverter → TMapJsonConverter<TKey, TValue>
Properties
CanRead
public bool CanRead { get; }
Property Value
CanWrite
public bool CanWrite { get; }
Property Value
Constructors
TMapJsonConverter()
public TMapJsonConverter()
Methods
CanConvert(Type)
public bool CanConvert(Type objectType)
Parameters
objectType
Type
Returns
WriteJson(JsonWriter, Object, JsonSerializer)
public void WriteJson(JsonWriter writer, object value, JsonSerializer serializer)
Parameters
writer
JsonWriter
value
Object
serializer
JsonSerializer
ReadJson(JsonReader, Type, Object, JsonSerializer)
public object ReadJson(JsonReader reader, Type objectType, object existingValue, JsonSerializer serializer)
Parameters
reader
JsonReader
objectType
Type
existingValue
Object
serializer
JsonSerializer
Returns
UAssetContractResolver
Namespace: UAssetAPI.JSON
public class UAssetContractResolver : Newtonsoft.Json.Serialization.DefaultContractResolver, Newtonsoft.Json.Serialization.IContractResolver
Inheritance Object → DefaultContractResolver → UAssetContractResolver
Implements IContractResolver
Fields
ToBeFilled
public Dictionary<FName, string> ToBeFilled;
Properties
DynamicCodeGeneration
public bool DynamicCodeGeneration { get; }
Property Value
DefaultMembersSearchFlags
Caution
DefaultMembersSearchFlags is obsolete. To modify the members serialized inherit from DefaultContractResolver and override the GetSerializableMembers method instead.
public BindingFlags DefaultMembersSearchFlags { get; set; }
Property Value
SerializeCompilerGeneratedMembers
public bool SerializeCompilerGeneratedMembers { get; set; }
Property Value
IgnoreSerializableInterface
public bool IgnoreSerializableInterface { get; set; }
Property Value
IgnoreSerializableAttribute
public bool IgnoreSerializableAttribute { get; set; }
Property Value
IgnoreIsSpecifiedMembers
public bool IgnoreIsSpecifiedMembers { get; set; }
Property Value
IgnoreShouldSerializeMembers
public bool IgnoreShouldSerializeMembers { get; set; }
Property Value
NamingStrategy
public NamingStrategy NamingStrategy { get; set; }
Property Value
NamingStrategy
Constructors
UAssetContractResolver(Dictionary<FName, String>)
public UAssetContractResolver(Dictionary<FName, string> toBeFilled)
Parameters
toBeFilled
Dictionary<FName, String>
Methods
ResolveContractConverter(Type)
protected JsonConverter ResolveContractConverter(Type objectType)
Parameters
objectType
Type
Returns
JsonConverter
KismetSerializer
Namespace: UAssetAPI.Kismet
public static class KismetSerializer
Inheritance Object → KismetSerializer
Fields
asset
public static UAsset asset;
Methods
SerializeScript(KismetExpression[])
public static JArray SerializeScript(KismetExpression[] code)
Parameters
code
KismetExpression[]
Returns
JArray
GetName(Int32)
public static string GetName(int index)
Parameters
index
Int32
Returns
GetClassIndex()
public static int GetClassIndex()
Returns
GetFullName(Int32, Boolean)
public static string GetFullName(int index, bool alt)
Parameters
index
Int32
alt
Boolean
Returns
GetParentName(Int32)
public static string GetParentName(int index)
Parameters
index
Int32
Returns
FindProperty(Int32, FName, FProperty&)
public static bool FindProperty(int index, FName propname, FProperty& property)
Parameters
index
Int32
propname
FName
property
FProperty&
Returns
GetPropertyCategoryInfo(FProperty)
public static FEdGraphPinType GetPropertyCategoryInfo(FProperty prop)
Parameters
prop
FProperty
Returns
FillSimpleMemberReference(Int32)
public static FSimpleMemberReference FillSimpleMemberReference(int index)
Parameters
index
Int32
Returns
SerializeGraphPinType(FEdGraphPinType)
public static JObject SerializeGraphPinType(FEdGraphPinType pin)
Parameters
pin
FEdGraphPinType
Returns
JObject
ConvertPropertyToPinType(FProperty)
public static FEdGraphPinType ConvertPropertyToPinType(FProperty property)
Parameters
property
FProperty
Returns
SerializePropertyPointer(KismetPropertyPointer, String[])
public static JProperty[] SerializePropertyPointer(KismetPropertyPointer pointer, String[] names)
Parameters
pointer
KismetPropertyPointer
names
String[]
Returns
JProperty[]
SerializeExpression(KismetExpression, Int32&, Boolean)
public static JObject SerializeExpression(KismetExpression expression, Int32& index, bool addindex)
Parameters
expression
KismetExpression
index
Int32&
addindex
Boolean
Returns
JObject
ReadString(KismetExpression, Int32&)
public static string ReadString(KismetExpression expr, Int32& index)
Parameters
expr
KismetExpression
index
Int32&
Returns
EBlueprintTextLiteralType
Namespace: UAssetAPI.Kismet.Bytecode
Kinds of text literals
public enum EBlueprintTextLiteralType
Inheritance Object → ValueType → Enum → EBlueprintTextLiteralType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
Empty | 0 | Text is an empty string. The bytecode contains no strings, and you should use FText::GetEmpty() to initialize the FText instance. |
LocalizedText | 1 | Text is localized. The bytecode will contain three strings - source, key, and namespace - and should be loaded via FInternationalization |
InvariantText | 2 | Text is culture invariant. The bytecode will contain one string, and you should use FText::AsCultureInvariant to initialize the FText instance. |
LiteralString | 3 | Text is a literal FString. The bytecode will contain one string, and you should use FText::FromString to initialize the FText instance. |
StringTableEntry | 4 | Text is from a string table. The bytecode will contain an object pointer (not used) and two strings - the table ID, and key - and should be found via FText::FromStringTable |
ECastToken
Namespace: UAssetAPI.Kismet.Bytecode
public enum ECastToken
Inheritance Object → ValueType → Enum → ECastToken
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EExprToken
Namespace: UAssetAPI.Kismet.Bytecode
Evaluatable expression item types.
public enum EExprToken
Inheritance Object → ValueType → Enum → EExprToken
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
EX_LocalVariable | 0 | A local variable. |
EX_InstanceVariable | 1 | An object variable. |
EX_DefaultVariable | 2 | Default variable for a class context. |
EX_Return | 4 | Return from function. |
EX_Jump | 6 | Goto a local address in code. |
EX_JumpIfNot | 7 | Goto if not expression. |
EX_Assert | 9 | Assertion. |
EX_Nothing | 11 | No operation. |
EX_Let | 15 | Assign an arbitrary size value to a variable. |
EX_ClassContext | 18 | Class default object context. |
EX_MetaCast | 19 | Metaclass cast. |
EX_LetBool | 20 | Let boolean variable. |
EX_EndParmValue | 21 | end of default value for optional function parameter |
EX_EndFunctionParms | 22 | End of function call parameters. |
EX_Self | 23 | Self object. |
EX_Skip | 24 | Skippable expression. |
EX_Context | 25 | Call a function through an object context. |
EX_Context_FailSilent | 26 | Call a function through an object context (can fail silently if the context is NULL; only generated for functions that don't have output or return values). |
EX_VirtualFunction | 27 | A function call with parameters. |
EX_FinalFunction | 28 | A prebound function call with parameters. |
EX_IntConst | 29 | Int constant. |
EX_FloatConst | 30 | Floating point constant. |
EX_StringConst | 31 | String constant. |
EX_ObjectConst | 32 | An object constant. |
EX_NameConst | 33 | A name constant. |
EX_RotationConst | 34 | A rotation constant. |
EX_VectorConst | 35 | A vector constant. |
EX_ByteConst | 36 | A byte constant. |
EX_IntZero | 37 | Zero. |
EX_IntOne | 38 | One. |
EX_True | 39 | Bool True. |
EX_False | 40 | Bool False. |
EX_TextConst | 41 | FText constant |
EX_NoObject | 42 | NoObject. |
EX_TransformConst | 43 | A transform constant |
EX_IntConstByte | 44 | Int constant that requires 1 byte. |
EX_NoInterface | 45 | A null interface (similar to EX_NoObject, but for interfaces) |
EX_DynamicCast | 46 | Safe dynamic class casting. |
EX_StructConst | 47 | An arbitrary UStruct constant |
EX_EndStructConst | 48 | End of UStruct constant |
EX_SetArray | 49 | Set the value of arbitrary array |
EX_PropertyConst | 51 | FProperty constant. |
EX_UnicodeStringConst | 52 | Unicode string constant. |
EX_Int64Const | 53 | 64-bit integer constant. |
EX_UInt64Const | 54 | 64-bit unsigned integer constant. |
EX_DoubleConst | 55 | Double-precision floating point constant. |
EX_PrimitiveCast | 56 | A casting operator for primitives which reads the type as the subsequent byte |
EX_StructMemberContext | 66 | Context expression to address a property within a struct |
EX_LetMulticastDelegate | 67 | Assignment to a multi-cast delegate |
EX_LetDelegate | 68 | Assignment to a delegate |
EX_LocalVirtualFunction | 69 | Special instructions to quickly call a virtual function that we know is going to run only locally |
EX_LocalFinalFunction | 70 | Special instructions to quickly call a final function that we know is going to run only locally |
EX_LocalOutVariable | 72 | local out (pass by reference) function parameter |
EX_InstanceDelegate | 75 | const reference to a delegate or normal function object |
EX_PushExecutionFlow | 76 | push an address on to the execution flow stack for future execution when a EX_PopExecutionFlow is executed. Execution continues on normally and doesn't change to the pushed address. |
EX_PopExecutionFlow | 77 | continue execution at the last address previously pushed onto the execution flow stack. |
EX_ComputedJump | 78 | Goto a local address in code, specified by an integer value. |
EX_PopExecutionFlowIfNot | 79 | continue execution at the last address previously pushed onto the execution flow stack, if the condition is not true. |
EX_Breakpoint | 80 | Breakpoint. Only observed in the editor, otherwise it behaves like EX_Nothing. |
EX_InterfaceContext | 81 | Call a function through a native interface variable |
EX_ObjToInterfaceCast | 82 | Converting an object reference to native interface variable |
EX_EndOfScript | 83 | Last byte in script code |
EX_CrossInterfaceCast | 84 | Converting an interface variable reference to native interface variable |
EX_InterfaceToObjCast | 85 | Converting an interface variable reference to an object |
EX_WireTracepoint | 90 | Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing. |
EX_SkipOffsetConst | 91 | A CodeSizeSkipOffset constant |
EX_AddMulticastDelegate | 92 | Adds a delegate to a multicast delegate's targets |
EX_ClearMulticastDelegate | 93 | Clears all delegates in a multicast target |
EX_Tracepoint | 94 | Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing. |
EX_LetObj | 95 | assign to any object ref pointer |
EX_LetWeakObjPtr | 96 | assign to a weak object pointer |
EX_BindDelegate | 97 | bind object and name to delegate |
EX_RemoveMulticastDelegate | 98 | Remove a delegate from a multicast delegate's targets |
EX_CallMulticastDelegate | 99 | Call multicast delegate |
EX_CallMath | 104 | static pure function from on local call space |
EX_InstrumentationEvent | 106 | Instrumentation event |
EX_ClassSparseDataVariable | 108 | Sparse data variable |
EScriptInstrumentationType
Namespace: UAssetAPI.Kismet.Bytecode
public enum EScriptInstrumentationType
Inheritance Object → ValueType → Enum → EScriptInstrumentationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ExpressionSerializer
Namespace: UAssetAPI.Kismet.Bytecode
public static class ExpressionSerializer
Inheritance Object → ExpressionSerializer
Methods
ReadExpression(AssetBinaryReader)
public static KismetExpression ReadExpression(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
WriteExpression(KismetExpression, AssetBinaryWriter)
public static int WriteExpression(KismetExpression expr, AssetBinaryWriter writer)
Parameters
expr
KismetExpression
writer
AssetBinaryWriter
Returns
FScriptText
Namespace: UAssetAPI.Kismet.Bytecode
Represents an FText as serialized in Kismet bytecode.
public class FScriptText
Inheritance Object → FScriptText
Fields
TextLiteralType
public EBlueprintTextLiteralType TextLiteralType;
LocalizedSource
Source of this text if it is localized text. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.InvariantText.
public KismetExpression LocalizedSource;
LocalizedKey
Key of this text if it is localized text. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.InvariantText.
public KismetExpression LocalizedKey;
LocalizedNamespace
Namespace of this text if it is localized text. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.InvariantText.
public KismetExpression LocalizedNamespace;
InvariantLiteralString
Value of this text if it is an invariant string literal. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.InvariantText.
public KismetExpression InvariantLiteralString;
LiteralString
Value of this text if it is a string literal. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.LiteralString.
public KismetExpression LiteralString;
StringTableAsset
Pointer to this text's UStringTable. Not used at runtime, but exists for asset dependency gathering. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.StringTableEntry.
public FPackageIndex StringTableAsset;
StringTableId
Table ID string literal (namespace). Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.StringTableEntry.
public KismetExpression StringTableId;
StringTableKey
String table key string literal. Used when FScriptText.TextLiteralType is EBlueprintTextLiteralType.StringTableEntry.
public KismetExpression StringTableKey;
Constructors
FScriptText()
public FScriptText()
Methods
Read(AssetBinaryReader)
Reads out an FBlueprintText from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes an FBlueprintText to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
KismetExpression
Namespace: UAssetAPI.Kismet.Bytecode
A Kismet bytecode instruction.
public class KismetExpression
Inheritance Object → KismetExpression
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
KismetExpression()
public KismetExpression()
Methods
SetObject(Object)
public void SetObject(object value)
Parameters
value
Object
GetObject<T>()
public T GetObject<T>()
Type Parameters
T
Returns
T
Read(AssetBinaryReader)
Reads out an expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes an expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
KismetExpression<T>
Namespace: UAssetAPI.Kismet.Bytecode
public abstract class KismetExpression<T> : KismetExpression
Type Parameters
T
Inheritance Object → KismetExpression → KismetExpression<T>
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Value
The value of this expression if it is a constant.
public T Value { get; set; }
Property Value
T
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
KismetExpression()
public KismetExpression()
KismetPropertyPointer
Namespace: UAssetAPI.Kismet.Bytecode
Represents a Kismet bytecode pointer to an FProperty or FField.
public class KismetPropertyPointer
Inheritance Object → KismetPropertyPointer
Fields
Old
The pointer serialized as an FPackageIndex. Used in versions older than FReleaseObjectVersion.FFieldPathOwnerSerialization.
public FPackageIndex Old;
New
The pointer serialized as an FFieldPath. Used in versions newer than FReleaseObjectVersion.FFieldPathOwnerSerialization.
public FFieldPath New;
Constructors
KismetPropertyPointer(FPackageIndex)
public KismetPropertyPointer(FPackageIndex older)
Parameters
older
FPackageIndex
KismetPropertyPointer(FFieldPath)
public KismetPropertyPointer(FFieldPath newer)
Parameters
newer
FFieldPath
KismetPropertyPointer()
public KismetPropertyPointer()
Methods
ShouldSerializeOld()
public bool ShouldSerializeOld()
Returns
ShouldSerializeNew()
public bool ShouldSerializeNew()
Returns
EX_AddMulticastDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_AddMulticastDelegate instruction.
public class EX_AddMulticastDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_AddMulticastDelegate
Fields
Delegate
Delegate property to assign to.
public KismetExpression Delegate;
DelegateToAdd
Delegate to add to the MC delegate for broadcast.
public KismetExpression DelegateToAdd;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_AddMulticastDelegate()
public EX_AddMulticastDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ArrayConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ArrayConst instruction.
public class EX_ArrayConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.Kismet.Bytecode.KismetExpression[]]]
Inheritance Object → KismetExpression → KismetExpression<KismetExpression[]> → EX_ArrayConst
Fields
InnerProperty
Pointer to this constant's inner property (FProperty*).
public KismetPropertyPointer InnerProperty;
Elements
Array constant entries.
public KismetExpression[] Elements;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public KismetExpression[] Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ArrayConst()
public EX_ArrayConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ArrayGetByRef
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ArrayGetByRef instruction.
public class EX_ArrayGetByRef : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_ArrayGetByRef
Fields
ArrayVariable
The array variable.
public KismetExpression ArrayVariable;
ArrayIndex
The index to access in the array.
public KismetExpression ArrayIndex;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ArrayGetByRef()
public EX_ArrayGetByRef()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Assert
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Assert instruction.
public class EX_Assert : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Assert
Fields
LineNumber
Line number.
public ushort LineNumber;
DebugMode
Whether or not this assertion is in debug mode.
public bool DebugMode;
AssertExpression
Expression to assert.
public KismetExpression AssertExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Assert()
public EX_Assert()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_BindDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_BindDelegate instruction.
public class EX_BindDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_BindDelegate
Fields
FunctionName
The name of the function assigned to the delegate.
public FName FunctionName;
Delegate
Delegate property to assign to.
public KismetExpression Delegate;
ObjectTerm
Object to bind.
public KismetExpression ObjectTerm;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_BindDelegate()
public EX_BindDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Breakpoint
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Breakpoint instruction.
public class EX_Breakpoint : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Breakpoint
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Breakpoint()
public EX_Breakpoint()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ByteConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ByteConst instruction.
public class EX_ByteConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.Byte]]
Inheritance Object → KismetExpression → KismetExpression<Byte> → EX_ByteConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public byte Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ByteConst()
public EX_ByteConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_CallMath
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_CallMath instruction.
public class EX_CallMath : EX_FinalFunction
Inheritance Object → KismetExpression → EX_FinalFunction → EX_CallMath
Fields
StackNode
Stack node.
public FPackageIndex StackNode;
Parameters
List of parameters for this function.
public KismetExpression[] Parameters;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_CallMath()
public EX_CallMath()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_CallMulticastDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_CallMulticastDelegate instruction.
public class EX_CallMulticastDelegate : EX_FinalFunction
Inheritance Object → KismetExpression → EX_FinalFunction → EX_CallMulticastDelegate
Fields
Delegate
Delegate property.
public KismetExpression Delegate;
StackNode
Stack node.
public FPackageIndex StackNode;
Parameters
List of parameters for this function.
public KismetExpression[] Parameters;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_CallMulticastDelegate()
public EX_CallMulticastDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ClassContext
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ClassContext instruction.
public class EX_ClassContext : EX_Context
Inheritance Object → KismetExpression → EX_Context → EX_ClassContext
Fields
ObjectExpression
Object expression.
public KismetExpression ObjectExpression;
Offset
Code offset for NULL expressions.
public uint Offset;
PropertyType
Old property type.
public byte PropertyType;
RValuePointer
Property corresponding to the r-value data, in case the l-value needs to be mem-zero'd. FField*
public KismetPropertyPointer RValuePointer;
ContextExpression
Context expression.
public KismetExpression ContextExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ClassContext()
public EX_ClassContext()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ClassSparseDataVariable
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ClassSparseDataVariable instruction.
public class EX_ClassSparseDataVariable : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_ClassSparseDataVariable
Fields
Variable
A pointer to the variable in question.
public KismetPropertyPointer Variable;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ClassSparseDataVariable()
public EX_ClassSparseDataVariable()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ClearMulticastDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ClearMulticastDelegate instruction.
public class EX_ClearMulticastDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_ClearMulticastDelegate
Fields
DelegateToClear
Delegate property to clear.
public KismetExpression DelegateToClear;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ClearMulticastDelegate()
public EX_ClearMulticastDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ComputedJump
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ComputedJump instruction.
public class EX_ComputedJump : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_ComputedJump
Fields
CodeOffsetExpression
An integer expression corresponding to the offset to jump to.
public KismetExpression CodeOffsetExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ComputedJump()
public EX_ComputedJump()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Context
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Context instruction.
public class EX_Context : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Context
Fields
ObjectExpression
Object expression.
public KismetExpression ObjectExpression;
Offset
Code offset for NULL expressions.
public uint Offset;
PropertyType
Old property type.
public byte PropertyType;
RValuePointer
Property corresponding to the r-value data, in case the l-value needs to be mem-zero'd. FField*
public KismetPropertyPointer RValuePointer;
ContextExpression
Context expression.
public KismetExpression ContextExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Context()
public EX_Context()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Context_FailSilent
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Context_FailSilent instruction.
public class EX_Context_FailSilent : EX_Context
Inheritance Object → KismetExpression → EX_Context → EX_Context_FailSilent
Fields
ObjectExpression
Object expression.
public KismetExpression ObjectExpression;
Offset
Code offset for NULL expressions.
public uint Offset;
PropertyType
Old property type.
public byte PropertyType;
RValuePointer
Property corresponding to the r-value data, in case the l-value needs to be mem-zero'd. FField*
public KismetPropertyPointer RValuePointer;
ContextExpression
Context expression.
public KismetExpression ContextExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Context_FailSilent()
public EX_Context_FailSilent()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_CrossInterfaceCast
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_CrossInterfaceCast instruction.
public class EX_CrossInterfaceCast : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_CrossInterfaceCast
Fields
ClassPtr
A pointer to the interface class to convert to.
public FPackageIndex ClassPtr;
Target
The target of this expression.
public KismetExpression Target;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_CrossInterfaceCast()
public EX_CrossInterfaceCast()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_DefaultVariable
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_DefaultVariable instruction.
public class EX_DefaultVariable : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_DefaultVariable
Fields
Variable
A pointer to the variable in question.
public KismetPropertyPointer Variable;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_DefaultVariable()
public EX_DefaultVariable()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_DeprecatedOp4A
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_DeprecatedOp4A instruction.
public class EX_DeprecatedOp4A : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_DeprecatedOp4A
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_DeprecatedOp4A()
public EX_DeprecatedOp4A()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_DoubleConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_DoubleConst instruction.
public class EX_DoubleConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_DoubleConst
Fields
Value
The value of this double constant expression.
public double Value;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_DoubleConst()
public EX_DoubleConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_DynamicCast
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_DynamicCast instruction.
public class EX_DynamicCast : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_DynamicCast
Fields
ClassPtr
A pointer to the relevant class (UClass*).
public FPackageIndex ClassPtr;
TargetExpression
The target expression.
public KismetExpression TargetExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_DynamicCast()
public EX_DynamicCast()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndArray
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndArray instruction.
public class EX_EndArray : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndArray
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndArray()
public EX_EndArray()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndArrayConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndArrayConst instruction.
public class EX_EndArrayConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndArrayConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndArrayConst()
public EX_EndArrayConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndFunctionParms
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndFunctionParms instruction.
public class EX_EndFunctionParms : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndFunctionParms
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndFunctionParms()
public EX_EndFunctionParms()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndMap
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndMap instruction.
public class EX_EndMap : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndMap
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndMap()
public EX_EndMap()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndMapConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndMapConst instruction.
public class EX_EndMapConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndMapConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndMapConst()
public EX_EndMapConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndOfScript
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndOfScript instruction.
public class EX_EndOfScript : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndOfScript
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndOfScript()
public EX_EndOfScript()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndParmValue
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndParmValue instruction.
public class EX_EndParmValue : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndParmValue
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndParmValue()
public EX_EndParmValue()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndSet
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndSet instruction.
public class EX_EndSet : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndSet
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndSet()
public EX_EndSet()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndSetConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndSetConst instruction.
public class EX_EndSetConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndSetConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndSetConst()
public EX_EndSetConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_EndStructConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_EndStructConst instruction.
public class EX_EndStructConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_EndStructConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_EndStructConst()
public EX_EndStructConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_False
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_False instruction.
public class EX_False : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_False
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_False()
public EX_False()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_FieldPathConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_FieldPathConst instruction.
public class EX_FieldPathConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.Kismet.Bytecode.KismetExpression]]
Inheritance Object → KismetExpression → KismetExpression<KismetExpression> → EX_FieldPathConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public KismetExpression Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_FieldPathConst()
public EX_FieldPathConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_FinalFunction
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_FinalFunction instruction.
public class EX_FinalFunction : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_FinalFunction
Fields
StackNode
Stack node.
public FPackageIndex StackNode;
Parameters
List of parameters for this function.
public KismetExpression[] Parameters;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_FinalFunction()
public EX_FinalFunction()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_FloatConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_FloatConst instruction.
public class EX_FloatConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_FloatConst
Fields
Value
The value of this float constant expression.
public float Value;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_FloatConst()
public EX_FloatConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_InstanceDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_InstanceDelegate instruction.
public class EX_InstanceDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_InstanceDelegate
Fields
FunctionName
The name of the function assigned to the delegate.
public FName FunctionName;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_InstanceDelegate()
public EX_InstanceDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_InstanceVariable
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_InstanceVariable instruction.
public class EX_InstanceVariable : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_InstanceVariable
Fields
Variable
A pointer to the variable in question.
public KismetPropertyPointer Variable;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_InstanceVariable()
public EX_InstanceVariable()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_InstrumentationEvent
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_InstrumentationEvent instruction.
public class EX_InstrumentationEvent : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_InstrumentationEvent
Fields
EventType
public EScriptInstrumentationType EventType;
EventName
public FName EventName;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_InstrumentationEvent()
public EX_InstrumentationEvent()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Int64Const
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Int64Const instruction.
public class EX_Int64Const : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.Int64]]
Inheritance Object → KismetExpression → KismetExpression<Int64> → EX_Int64Const
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public long Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Int64Const()
public EX_Int64Const()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_IntConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_IntConst instruction.
public class EX_IntConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.Int32]]
Inheritance Object → KismetExpression → KismetExpression<Int32> → EX_IntConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public int Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_IntConst()
public EX_IntConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_IntConstByte
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_IntConstByte instruction.
public class EX_IntConstByte : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.Byte]]
Inheritance Object → KismetExpression → KismetExpression<Byte> → EX_IntConstByte
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public byte Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_IntConstByte()
public EX_IntConstByte()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_InterfaceContext
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_InterfaceContext instruction.
public class EX_InterfaceContext : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_InterfaceContext
Fields
InterfaceValue
Interface value.
public KismetExpression InterfaceValue;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_InterfaceContext()
public EX_InterfaceContext()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_InterfaceToObjCast
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_InterfaceToObjCast instruction.
public class EX_InterfaceToObjCast : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_InterfaceToObjCast
Fields
ClassPtr
The interface class to convert to.
public FPackageIndex ClassPtr;
Target
The target of this expression.
public KismetExpression Target;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_InterfaceToObjCast()
public EX_InterfaceToObjCast()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_IntOne
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_IntOne instruction.
public class EX_IntOne : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_IntOne
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_IntOne()
public EX_IntOne()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_IntZero
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_IntZero instruction.
public class EX_IntZero : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_IntZero
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_IntZero()
public EX_IntZero()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Jump
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Jump instruction.
public class EX_Jump : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Jump
Fields
CodeOffset
The offset to jump to.
public uint CodeOffset;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Jump()
public EX_Jump()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_JumpIfNot
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_JumpIfNot instruction. Conditional equivalent of the EExprToken.EX_Jump expression.
public class EX_JumpIfNot : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_JumpIfNot
Fields
CodeOffset
The offset to jump to if the provided expression evaluates to false.
public uint CodeOffset;
BooleanExpression
Expression to evaluate to determine whether or not a jump should be performed.
public KismetExpression BooleanExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_JumpIfNot()
public EX_JumpIfNot()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Let
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Let instruction.
public class EX_Let : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Let
Fields
Value
A pointer to the variable.
public KismetPropertyPointer Value;
Variable
public KismetExpression Variable;
Expression
public KismetExpression Expression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Let()
public EX_Let()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LetBool
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LetBool instruction.
public class EX_LetBool : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LetBool
Fields
VariableExpression
Variable expression.
public KismetExpression VariableExpression;
AssignmentExpression
Assignment expression.
public KismetExpression AssignmentExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LetBool()
public EX_LetBool()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LetDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LetDelegate instruction.
public class EX_LetDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LetDelegate
Fields
VariableExpression
Variable expression.
public KismetExpression VariableExpression;
AssignmentExpression
Assignment expression.
public KismetExpression AssignmentExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LetDelegate()
public EX_LetDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LetMulticastDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LetMulticastDelegate instruction.
public class EX_LetMulticastDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LetMulticastDelegate
Fields
VariableExpression
Variable expression.
public KismetExpression VariableExpression;
AssignmentExpression
Assignment expression.
public KismetExpression AssignmentExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LetMulticastDelegate()
public EX_LetMulticastDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LetObj
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LetObj instruction.
public class EX_LetObj : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LetObj
Fields
VariableExpression
Variable expression.
public KismetExpression VariableExpression;
AssignmentExpression
Assignment expression.
public KismetExpression AssignmentExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LetObj()
public EX_LetObj()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LetValueOnPersistentFrame
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LetValueOnPersistentFrame instruction.
public class EX_LetValueOnPersistentFrame : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LetValueOnPersistentFrame
Fields
DestinationProperty
Destination property pointer.
public KismetPropertyPointer DestinationProperty;
AssignmentExpression
Assignment expression.
public KismetExpression AssignmentExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LetValueOnPersistentFrame()
public EX_LetValueOnPersistentFrame()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LetWeakObjPtr
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LetWeakObjPtr instruction.
public class EX_LetWeakObjPtr : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LetWeakObjPtr
Fields
VariableExpression
Variable expression.
public KismetExpression VariableExpression;
AssignmentExpression
Assignment expression.
public KismetExpression AssignmentExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LetWeakObjPtr()
public EX_LetWeakObjPtr()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LocalFinalFunction
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LocalFinalFunction instruction.
public class EX_LocalFinalFunction : EX_FinalFunction
Inheritance Object → KismetExpression → EX_FinalFunction → EX_LocalFinalFunction
Fields
StackNode
Stack node.
public FPackageIndex StackNode;
Parameters
List of parameters for this function.
public KismetExpression[] Parameters;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LocalFinalFunction()
public EX_LocalFinalFunction()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LocalOutVariable
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LocalOutVariable instruction.
public class EX_LocalOutVariable : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LocalOutVariable
Fields
Variable
A pointer to the variable in question.
public KismetPropertyPointer Variable;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LocalOutVariable()
public EX_LocalOutVariable()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LocalVariable
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LocalVariable instruction.
public class EX_LocalVariable : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_LocalVariable
Fields
Variable
A pointer to the variable in question.
public KismetPropertyPointer Variable;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LocalVariable()
public EX_LocalVariable()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_LocalVirtualFunction
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_LocalVirtualFunction instruction.
public class EX_LocalVirtualFunction : EX_VirtualFunction
Inheritance Object → KismetExpression → EX_VirtualFunction → EX_LocalVirtualFunction
Fields
VirtualFunctionName
Virtual function name.
public FName VirtualFunctionName;
Parameters
List of parameters for this function.
public KismetExpression[] Parameters;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_LocalVirtualFunction()
public EX_LocalVirtualFunction()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_MapConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_MapConst instruction.
public class EX_MapConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_MapConst
Fields
KeyProperty
Pointer to this constant's key property (FProperty*).
public KismetPropertyPointer KeyProperty;
ValueProperty
Pointer to this constant's value property (FProperty*).
public KismetPropertyPointer ValueProperty;
Elements
Set constant entries.
public KismetExpression[] Elements;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_MapConst()
public EX_MapConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_MetaCast
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_MetaCast instruction.
public class EX_MetaCast : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_MetaCast
Fields
ClassPtr
A pointer to the relevant class (UClass*).
public FPackageIndex ClassPtr;
TargetExpression
The target expression.
public KismetExpression TargetExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_MetaCast()
public EX_MetaCast()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_NameConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_NameConst instruction.
public class EX_NameConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.UnrealTypes.FName]]
Inheritance Object → KismetExpression → KismetExpression<FName> → EX_NameConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public FName Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_NameConst()
public EX_NameConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_NoInterface
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_NoInterface instruction.
public class EX_NoInterface : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_NoInterface
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_NoInterface()
public EX_NoInterface()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_NoObject
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_NoObject instruction.
public class EX_NoObject : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_NoObject
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_NoObject()
public EX_NoObject()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Nothing
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Nothing instruction. Represents a no-op.
public class EX_Nothing : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Nothing
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Nothing()
public EX_Nothing()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ObjectConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ObjectConst instruction.
public class EX_ObjectConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.UnrealTypes.FPackageIndex]]
Inheritance Object → KismetExpression → KismetExpression<FPackageIndex> → EX_ObjectConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public FPackageIndex Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ObjectConst()
public EX_ObjectConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_ObjToInterfaceCast
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_ObjToInterfaceCast instruction. A conversion from an object or interface variable to a native interface variable.
public class EX_ObjToInterfaceCast : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_ObjToInterfaceCast
Fields
ClassPtr
A pointer to the interface class to convert to.
public FPackageIndex ClassPtr;
Target
The target of this expression.
public KismetExpression Target;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_ObjToInterfaceCast()
public EX_ObjToInterfaceCast()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_PopExecutionFlow
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_PopExecutionFlow instruction.
public class EX_PopExecutionFlow : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_PopExecutionFlow
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_PopExecutionFlow()
public EX_PopExecutionFlow()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_PopExecutionFlowIfNot
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_PopExecutionFlowIfNot instruction. Conditional equivalent of the EExprToken.EX_PopExecutionFlow expression.
public class EX_PopExecutionFlowIfNot : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_PopExecutionFlowIfNot
Fields
BooleanExpression
Expression to evaluate to determine whether or not a pop should be performed.
public KismetExpression BooleanExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_PopExecutionFlowIfNot()
public EX_PopExecutionFlowIfNot()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_PrimitiveCast
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_PrimitiveCast instruction.
public class EX_PrimitiveCast : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_PrimitiveCast
Fields
ConversionType
The type to cast to.
public ECastToken ConversionType;
Target
The target of this expression.
public KismetExpression Target;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_PrimitiveCast()
public EX_PrimitiveCast()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_PropertyConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_PropertyConst instruction.
public class EX_PropertyConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_PropertyConst
Fields
Property
A pointer to the property in question.
public KismetPropertyPointer Property;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_PropertyConst()
public EX_PropertyConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_PushExecutionFlow
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_PushExecutionFlow instruction.
public class EX_PushExecutionFlow : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_PushExecutionFlow
Fields
PushingAddress
The address to push onto the execution flow stack.
public uint PushingAddress;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_PushExecutionFlow()
public EX_PushExecutionFlow()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_RemoveMulticastDelegate
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_RemoveMulticastDelegate instruction.
public class EX_RemoveMulticastDelegate : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_RemoveMulticastDelegate
Fields
Delegate
Delegate property to assign to.
public KismetExpression Delegate;
DelegateToAdd
Delegate to add to the MC delegate for broadcast.
public KismetExpression DelegateToAdd;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_RemoveMulticastDelegate()
public EX_RemoveMulticastDelegate()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Return
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Return instruction.
public class EX_Return : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Return
Fields
ReturnExpression
The return expression.
public KismetExpression ReturnExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Return()
public EX_Return()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_RotationConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_RotationConst instruction.
public class EX_RotationConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_RotationConst
Fields
Value
public FRotator Value;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_RotationConst()
public EX_RotationConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Self
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Self instruction.
public class EX_Self : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Self
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Self()
public EX_Self()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SetArray
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SetArray instruction.
public class EX_SetArray : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_SetArray
Fields
AssigningProperty
Array property to assign to
public KismetExpression AssigningProperty;
ArrayInnerProp
Pointer to the array inner property (FProperty*). Only used in engine versions prior to ObjectVersion.VER_UE4_CHANGE_SETARRAY_BYTECODE.
public FPackageIndex ArrayInnerProp;
Elements
Array items.
public KismetExpression[] Elements;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SetArray()
public EX_SetArray()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SetConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SetConst instruction.
public class EX_SetConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_SetConst
Fields
InnerProperty
Pointer to this constant's inner property (FProperty*).
public KismetPropertyPointer InnerProperty;
Elements
Set constant entries.
public KismetExpression[] Elements;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SetConst()
public EX_SetConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SetMap
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SetMap instruction.
public class EX_SetMap : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_SetMap
Fields
MapProperty
Map property.
public KismetExpression MapProperty;
Elements
Set entries.
public KismetExpression[] Elements;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SetMap()
public EX_SetMap()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SetSet
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SetSet instruction.
public class EX_SetSet : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_SetSet
Fields
SetProperty
Set property.
public KismetExpression SetProperty;
Elements
Set entries.
public KismetExpression[] Elements;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SetSet()
public EX_SetSet()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Skip
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Skip instruction.
public class EX_Skip : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Skip
Fields
CodeOffset
The offset to skip to.
public uint CodeOffset;
SkipExpression
An expression to possibly skip.
public KismetExpression SkipExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Skip()
public EX_Skip()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SkipOffsetConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SkipOffsetConst instruction. Represents a code offset constant.
public class EX_SkipOffsetConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.UInt32]]
Inheritance Object → KismetExpression → KismetExpression<UInt32> → EX_SkipOffsetConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public uint Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SkipOffsetConst()
public EX_SkipOffsetConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SoftObjectConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SoftObjectConst instruction.
public class EX_SoftObjectConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.Kismet.Bytecode.KismetExpression]]
Inheritance Object → KismetExpression → KismetExpression<KismetExpression> → EX_SoftObjectConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public KismetExpression Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SoftObjectConst()
public EX_SoftObjectConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_StringConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_StringConst instruction.
public class EX_StringConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.String]]
Inheritance Object → KismetExpression → KismetExpression<String> → EX_StringConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public string Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_StringConst()
public EX_StringConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_StructConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_StructConst instruction.
public class EX_StructConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.Kismet.Bytecode.KismetExpression[]]]
Inheritance Object → KismetExpression → KismetExpression<KismetExpression[]> → EX_StructConst
Fields
Struct
Pointer to the UScriptStruct in question.
public FPackageIndex Struct;
StructSize
The size of the struct that this constant represents in memory in bytes.
public int StructSize;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public KismetExpression[] Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_StructConst()
public EX_StructConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_StructMemberContext
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_StructMemberContext instruction.
public class EX_StructMemberContext : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_StructMemberContext
Fields
StructMemberExpression
A pointer to the struct member expression (FProperty*).
public KismetPropertyPointer StructMemberExpression;
StructExpression
Struct expression.
public KismetExpression StructExpression;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_StructMemberContext()
public EX_StructMemberContext()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_SwitchValue
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_SwitchValue instruction.
public class EX_SwitchValue : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_SwitchValue
Fields
EndGotoOffset
Code offset to jump to when finished.
public uint EndGotoOffset;
IndexTerm
The index term of this switch statement.
public KismetExpression IndexTerm;
DefaultTerm
The default term of this switch statement.
public KismetExpression DefaultTerm;
Cases
All the cases in this switch statement.
public FKismetSwitchCase[] Cases;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_SwitchValue()
public EX_SwitchValue()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_TextConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_TextConst instruction.
public class EX_TextConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.Kismet.Bytecode.FScriptText]]
Inheritance Object → KismetExpression → KismetExpression<FScriptText> → EX_TextConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public FScriptText Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_TextConst()
public EX_TextConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_Tracepoint
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_Tracepoint instruction.
public class EX_Tracepoint : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_Tracepoint
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_Tracepoint()
public EX_Tracepoint()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_TransformConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_TransformConst instruction.
public class EX_TransformConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[UAssetAPI.UnrealTypes.FTransform]]
Inheritance Object → KismetExpression → KismetExpression<FTransform> → EX_TransformConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public FTransform Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_TransformConst()
public EX_TransformConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_True
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_True instruction.
public class EX_True : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_True
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_True()
public EX_True()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_UInt64Const
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_UInt64Const instruction.
public class EX_UInt64Const : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.UInt64]]
Inheritance Object → KismetExpression → KismetExpression<UInt64> → EX_UInt64Const
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public ulong Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_UInt64Const()
public EX_UInt64Const()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_UnicodeStringConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_UnicodeStringConst instruction.
public class EX_UnicodeStringConst : UAssetAPI.Kismet.Bytecode.KismetExpression`1[[System.String]]
Inheritance Object → KismetExpression → KismetExpression<String> → EX_UnicodeStringConst
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Value
The value of this expression if it is a constant.
public string Value { get; set; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_UnicodeStringConst()
public EX_UnicodeStringConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_VectorConst
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_VectorConst instruction.
public class EX_VectorConst : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_VectorConst
Fields
Value
public FVector Value;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_VectorConst()
public EX_VectorConst()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_VirtualFunction
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_VirtualFunction instruction.
public class EX_VirtualFunction : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_VirtualFunction
Fields
VirtualFunctionName
Virtual function name.
public FName VirtualFunctionName;
Parameters
List of parameters for this function.
public KismetExpression[] Parameters;
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_VirtualFunction()
public EX_VirtualFunction()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
EX_WireTracepoint
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
A single Kismet bytecode instruction, corresponding to the EExprToken.EX_WireTracepoint instruction.
public class EX_WireTracepoint : UAssetAPI.Kismet.Bytecode.KismetExpression
Inheritance Object → KismetExpression → EX_WireTracepoint
Fields
Tag
An optional tag which can be set on any expression in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
RawValue
public object RawValue;
Properties
Token
The token of this expression.
public EExprToken Token { get; }
Property Value
Inst
The token of this instruction expressed as a string.
public string Inst { get; }
Property Value
Constructors
EX_WireTracepoint()
public EX_WireTracepoint()
Methods
Read(AssetBinaryReader)
Reads out the expression from a BinaryReader.
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
Write(AssetBinaryWriter)
Writes the expression to a BinaryWriter.
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
Returns
Int32
The iCode offset of the data that was written.
FKismetSwitchCase
Namespace: UAssetAPI.Kismet.Bytecode.Expressions
Represents a case in a Kismet bytecode switch statement.
public struct FKismetSwitchCase
Inheritance Object → ValueType → FKismetSwitchCase
Fields
CaseIndexValueTerm
The index value term of this case.
public KismetExpression CaseIndexValueTerm;
NextOffset
Code offset to the next case.
public uint NextOffset;
CaseTerm
The main case term.
public KismetExpression CaseTerm;
Constructors
FKismetSwitchCase(KismetExpression, UInt32, KismetExpression)
FKismetSwitchCase(KismetExpression caseIndexValueTerm, uint nextOffset, KismetExpression caseTerm)
Parameters
caseIndexValueTerm
KismetExpression
nextOffset
UInt32
caseTerm
KismetExpression
AncestryInfo
Namespace: UAssetAPI.PropertyTypes.Objects
public class AncestryInfo : System.ICloneable
Inheritance Object → AncestryInfo
Implements ICloneable
Fields
Ancestors
public List<FName> Ancestors;
Properties
Parent
public FName Parent { get; set; }
Property Value
Constructors
AncestryInfo()
public AncestryInfo()
Methods
Clone()
public object Clone()
Returns
CloneWithoutParent()
public AncestryInfo CloneWithoutParent()
Returns
Initialize(AncestryInfo, FName, FName)
public void Initialize(AncestryInfo ancestors, FName dad, FName modulePath)
Parameters
ancestors
AncestryInfo
dad
FName
modulePath
FName
SetAsParent(FName, FName)
public void SetAsParent(FName dad, FName modulePath)
Parameters
dad
FName
modulePath
FName
ArrayPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an array.
public class ArrayPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<PropertyData[]> → ArrayPropertyData
Implements ICloneable
Fields
ArrayType
public FName ArrayType;
DummyStruct
public StructPropertyData DummyStruct;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public PropertyData[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ArrayPropertyData(FName)
public ArrayPropertyData(FName name)
Parameters
name
FName
ArrayPropertyData()
public ArrayPropertyData()
Methods
ShouldSerializeDummyStruct()
public bool ShouldSerializeDummyStruct()
Returns
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
AssetObjectPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a reference variable to another object which may be null, and may become valid or invalid at any point. Near synonym for SoftObjectPropertyData.
public class AssetObjectPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FString> → AssetObjectPropertyData
Implements ICloneable
Fields
ID
public uint ID;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FString Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
AssetObjectPropertyData(FName)
public AssetObjectPropertyData(FName name)
Parameters
name
FName
AssetObjectPropertyData()
public AssetObjectPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
BasePropertyData
BoolPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a boolean (Boolean).
public class BoolPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Boolean> → BoolPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public bool Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
BoolPropertyData(FName)
public BoolPropertyData(FName name)
Parameters
name
FName
BoolPropertyData()
public BoolPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
BytePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a byte or an enumeration value.
public class BytePropertyData : PropertyData, System.ICloneable
Inheritance Object → PropertyData → BytePropertyData
Implements ICloneable
Fields
ByteType
public BytePropertyType ByteType;
EnumType
public FName EnumType;
Value
public byte Value;
EnumValue
public FName EnumValue;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
BytePropertyData(FName)
public BytePropertyData(FName name)
Parameters
name
FName
BytePropertyData()
public BytePropertyData()
Methods
ShouldSerializeValue()
public bool ShouldSerializeValue()
Returns
ShouldSerializeEnumValue()
public bool ShouldSerializeEnumValue()
Returns
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
GetEnumBase()
public FName GetEnumBase()
Returns
GetEnumFull()
public FName GetEnumFull()
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
BytePropertyType
Namespace: UAssetAPI.PropertyTypes.Objects
public enum BytePropertyType
Inheritance Object → ValueType → Enum → BytePropertyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
DelegatePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a function bound to an Object.
public class DelegatePropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FDelegate> → DelegatePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FDelegate Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
DelegatePropertyData(FName)
public DelegatePropertyData(FName name)
Parameters
name
FName
DelegatePropertyData()
public DelegatePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
DoublePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an IEEE 64-bit floating point variable (Double).
public class DoublePropertyData : PropertyData, System.ICloneable
Inheritance Object → PropertyData → DoublePropertyData
Implements ICloneable
Fields
Value
The double that this property represents.
public double Value;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
DoublePropertyData(FName)
public DoublePropertyData(FName name)
Parameters
name
FName
DoublePropertyData()
public DoublePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
EnumPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an enumeration value.
public class EnumPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FName> → EnumPropertyData
Implements ICloneable
Fields
EnumType
public FName EnumType;
InnerType
Only used with unversioned properties.
public FName InnerType;
InvalidEnumIndexFallbackPrefix
public static string InvalidEnumIndexFallbackPrefix;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FName Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
EnumPropertyData(FName)
public EnumPropertyData(FName name)
Parameters
name
FName
EnumPropertyData()
public EnumPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
InitializeZero(AssetBinaryReader)
internal void InitializeZero(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
EOverriddenPropertyOperation
Namespace: UAssetAPI.PropertyTypes.Objects
public enum EOverriddenPropertyOperation
Inheritance Object → ValueType → Enum → EOverriddenPropertyOperation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
None | 0 | no overridden operation was recorded on this property |
Modified | 1 | some sub property has recorded overridden operation |
Replace | 2 | everything has been overridden from this property down to every sub property/sub object |
Add | 3 | this element was added in the container |
Remove | 4 | this element was removed from the container |
EPropertyTagExtension
Namespace: UAssetAPI.PropertyTypes.Objects
public enum EPropertyTagExtension
Inheritance Object → ValueType → Enum → EPropertyTagExtension
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPropertyTagFlags
Namespace: UAssetAPI.PropertyTypes.Objects
public enum EPropertyTagFlags
Inheritance Object → ValueType → Enum → EPropertyTagFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextFlag
Namespace: UAssetAPI.PropertyTypes.Objects
public enum ETextFlag
Inheritance Object → ValueType → Enum → ETextFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETransformType
Namespace: UAssetAPI.PropertyTypes.Objects
public enum ETransformType
Inheritance Object → ValueType → Enum → ETransformType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
FDelegate
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a function bound to an Object.
public class FDelegate
Inheritance Object → FDelegate
Fields
Object
References the main actor export
public FPackageIndex Object;
Delegate
The name of the delegate
public FName Delegate;
Constructors
FDelegate(FPackageIndex, FName)
public FDelegate(FPackageIndex _object, FName delegate)
Parameters
_object
FPackageIndex
delegate
FName
FDelegate()
public FDelegate()
FFormatArgumentData
Namespace: UAssetAPI.PropertyTypes.Objects
public class FFormatArgumentData
Inheritance Object → FFormatArgumentData
Fields
ArgumentName
public FString ArgumentName;
ArgumentValue
public FFormatArgumentValue ArgumentValue;
Constructors
FFormatArgumentData()
public FFormatArgumentData()
FFormatArgumentData(FString, FFormatArgumentValue)
public FFormatArgumentData(FString name, FFormatArgumentValue value)
Parameters
name
FString
value
FFormatArgumentValue
FFormatArgumentData(AssetBinaryReader)
public FFormatArgumentData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FFormatArgumentValue
Namespace: UAssetAPI.PropertyTypes.Objects
public class FFormatArgumentValue
Inheritance Object → FFormatArgumentValue
Fields
Type
public EFormatArgumentType Type;
Value
public object Value;
Constructors
FFormatArgumentValue()
public FFormatArgumentValue()
FFormatArgumentValue(EFormatArgumentType, Object)
public FFormatArgumentValue(EFormatArgumentType type, object value)
Parameters
type
EFormatArgumentType
value
Object
FFormatArgumentValue(AssetBinaryReader, Boolean)
public FFormatArgumentValue(AssetBinaryReader reader, bool isArgumentData)
Parameters
reader
AssetBinaryReader
isArgumentData
Boolean
Methods
Write(AssetBinaryWriter, Boolean)
public int Write(AssetBinaryWriter writer, bool isArgumentData)
Parameters
writer
AssetBinaryWriter
isArgumentData
Boolean
Returns
FieldPathPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a reference variable to another object which may be null, and may become valid or invalid at any point. Near synonym for SoftObjectPropertyData.
public class FieldPathPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FFieldPath> → FieldPathPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FFieldPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
FieldPathPropertyData(FName)
public FieldPathPropertyData(FName name)
Parameters
name
FName
FieldPathPropertyData()
public FieldPathPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
FloatPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an IEEE 32-bit floating point variable (Single).
public class FloatPropertyData : PropertyData, System.ICloneable
Inheritance Object → PropertyData → FloatPropertyData
Implements ICloneable
Fields
Value
The float that this property represents.
public float Value;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
FloatPropertyData(FName)
public FloatPropertyData(FName name)
Parameters
name
FName
FloatPropertyData()
public FloatPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
FNumberFormattingOptions
Namespace: UAssetAPI.PropertyTypes.Objects
public class FNumberFormattingOptions
Inheritance Object → FNumberFormattingOptions
Fields
AlwaysSign
public bool AlwaysSign;
UseGrouping
public bool UseGrouping;
RoundingMode
public ERoundingMode RoundingMode;
MinimumIntegralDigits
public int MinimumIntegralDigits;
MaximumIntegralDigits
public int MaximumIntegralDigits;
MinimumFractionalDigits
public int MinimumFractionalDigits;
MaximumFractionalDigits
public int MaximumFractionalDigits;
Constructors
FNumberFormattingOptions()
public FNumberFormattingOptions()
FNumberFormattingOptions(AssetBinaryReader)
public FNumberFormattingOptions(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FSoftObjectPath
Namespace: UAssetAPI.PropertyTypes.Objects
A reference variable to another object which may be null, and may become valid or invalid at any point.
public struct FSoftObjectPath
Inheritance Object → ValueType → FSoftObjectPath
Fields
AssetPath
Asset path, patch to a top level object in a package. This is /package/path.assetname/
public FTopLevelAssetPath AssetPath;
SubPathString
Optional FString for subobject within an asset. This is the sub path after the :
public FString SubPathString;
Constructors
FSoftObjectPath(FName, FName, FString)
FSoftObjectPath(FName packageName, FName assetName, FString subPathString)
Parameters
packageName
FName
assetName
FName
subPathString
FString
FSoftObjectPath(FTopLevelAssetPath, FString)
FSoftObjectPath(FTopLevelAssetPath assetPath, FString subPathString)
Parameters
assetPath
FTopLevelAssetPath
subPathString
FString
FSoftObjectPath(AssetBinaryReader)
FSoftObjectPath(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FTopLevelAssetPath
Namespace: UAssetAPI.PropertyTypes.Objects
public struct FTopLevelAssetPath
Inheritance Object → ValueType → FTopLevelAssetPath
Fields
PackageName
Name of the package containing the asset e.g. /Path/To/Package If less than 5.1, this is null
public FName PackageName;
AssetName
Name of the asset within the package e.g. 'AssetName'. If less than 5.1, this contains the full path instead
public FName AssetName;
Constructors
FTopLevelAssetPath(FName, FName)
FTopLevelAssetPath(FName packageName, FName assetName)
Parameters
packageName
FName
assetName
FName
Int16PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a 16-bit signed integer variable (Int16).
public class Int16PropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int16> → Int16PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public short Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
Int16PropertyData(FName)
public Int16PropertyData(FName name)
Parameters
name
FName
Int16PropertyData()
public Int16PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
Int64PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a 64-bit signed integer variable (Int64).
public class Int64PropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int64> → Int64PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public long Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
Int64PropertyData(FName)
public Int64PropertyData(FName name)
Parameters
name
FName
Int64PropertyData()
public Int64PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
Int8PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an 8-bit signed integer variable (SByte).
public class Int8PropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<SByte> → Int8PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public sbyte Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
Int8PropertyData(FName)
public Int8PropertyData(FName name)
Parameters
name
FName
Int8PropertyData()
public Int8PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
InterfacePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a reference variable to another object (import/export) which may be null (FPackageIndex).
public class InterfacePropertyData : ObjectPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FPackageIndex> → ObjectPropertyData → InterfacePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FPackageIndex Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
InterfacePropertyData(FName)
public InterfacePropertyData(FName name)
Parameters
name
FName
InterfacePropertyData()
public InterfacePropertyData()
IntPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a 32-bit signed integer variable (Int32).
public class IntPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int32> → IntPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public int Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
IntPropertyData(FName)
public IntPropertyData(FName name)
Parameters
name
FName
IntPropertyData()
public IntPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
IStruct<T>
Namespace: UAssetAPI.PropertyTypes.Objects
public interface IStruct<T>
Type Parameters
T
Methods
Read(AssetBinaryReader)
T Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
T
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
MapPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a map.
public class MapPropertyData : PropertyData, System.ICloneable
Inheritance Object → PropertyData → MapPropertyData
Implements ICloneable
Fields
Value
The map that this property represents.
public TMap<PropertyData, PropertyData> Value;
KeyType
Used when the length of the map is zero.
public FName KeyType;
ValueType
Used when the length of the map is zero.
public FName ValueType;
KeysToRemove
public PropertyData[] KeysToRemove;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MapPropertyData(FName)
public MapPropertyData(FName name)
Parameters
name
FName
MapPropertyData()
public MapPropertyData()
Methods
ShouldSerializeKeyType()
public bool ShouldSerializeKeyType()
Returns
ShouldSerializeValueType()
public bool ShouldSerializeValueType()
Returns
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
MulticastDelegatePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a list of functions bound to an Object.
public class MulticastDelegatePropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FDelegate[]> → MulticastDelegatePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FDelegate[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MulticastDelegatePropertyData(FName)
public MulticastDelegatePropertyData(FName name)
Parameters
name
FName
MulticastDelegatePropertyData()
public MulticastDelegatePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
MulticastInlineDelegatePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a list of functions bound to an Object.
public class MulticastInlineDelegatePropertyData : MulticastDelegatePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FDelegate[]> → MulticastDelegatePropertyData → MulticastInlineDelegatePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FDelegate[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MulticastInlineDelegatePropertyData(FName)
public MulticastInlineDelegatePropertyData(FName name)
Parameters
name
FName
MulticastInlineDelegatePropertyData()
public MulticastInlineDelegatePropertyData()
MulticastSparseDelegatePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a list of functions bound to an Object.
public class MulticastSparseDelegatePropertyData : MulticastDelegatePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FDelegate[]> → MulticastDelegatePropertyData → MulticastSparseDelegatePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FDelegate[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MulticastSparseDelegatePropertyData(FName)
public MulticastSparseDelegatePropertyData(FName name)
Parameters
name
FName
MulticastSparseDelegatePropertyData()
public MulticastSparseDelegatePropertyData()
NamePropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an FName.
public class NamePropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FName> → NamePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FName Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NamePropertyData(FName)
public NamePropertyData(FName name)
Parameters
name
FName
NamePropertyData()
public NamePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
CanBeZero(UnrealPackage)
public bool CanBeZero(UnrealPackage asset)
Parameters
asset
UnrealPackage
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ObjectPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a reference variable to another object (import/export) which may be null (FPackageIndex).
public class ObjectPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FPackageIndex> → ObjectPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FPackageIndex Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
ObjectPropertyData(FName)
public ObjectPropertyData(FName name)
Parameters
name
FName
ObjectPropertyData()
public ObjectPropertyData()
Methods
IsImport()
Returns true if this ObjectProperty represents an import.
public bool IsImport()
Returns
Boolean
Is this ObjectProperty an import?
IsExport()
Returns true if this ObjectProperty represents an export.
public bool IsExport()
Returns
Boolean
Is this ObjectProperty an export?
IsNull()
Return true if this ObjectProperty represents null (i.e. neither an import nor an export)
public bool IsNull()
Returns
Boolean
Does this ObjectProperty represent null?
ToImport(UnrealPackage)
Check that this ObjectProperty is an import index and return the corresponding import.
public Import ToImport(UnrealPackage asset)
Parameters
asset
UnrealPackage
Returns
Import
The import that this ObjectProperty represents in the import map.
Exceptions
InvalidOperationException
Thrown when this is not an index into the import map.
ToExport(UnrealPackage)
Check that this ObjectProperty is an export index and return the corresponding export.
public Export ToExport(UnrealPackage asset)
Parameters
asset
UnrealPackage
Returns
Export
The export that this ObjectProperty represents in the the export map.
Exceptions
InvalidOperationException
Thrown when this is not an index into the export map.
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Generic Unreal property class.
public abstract class PropertyData : System.ICloneable
Inheritance Object → PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
The type of this property as an FString.
public FString PropertyType { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PropertyData(FName)
public PropertyData(FName name)
Parameters
name
FName
PropertyData()
public PropertyData()
Methods
ShouldSerializeOverrideOperation()
public bool ShouldSerializeOverrideOperation()
Returns
ShouldSerializebExperimentalOverridableLogic()
public bool ShouldSerializebExperimentalOverridableLogic()
Returns
SetObject(Object)
public void SetObject(object value)
Parameters
value
Object
GetObject<T>()
public T GetObject<T>()
Type Parameters
T
Returns
T
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
Reads out a property from a BinaryReader.
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
includeHeader
Boolean
Whether or not to also read the "header" of the property, which is data considered by the Unreal Engine to be data that is part of the PropertyData base class rather than any particular child class.
leng1
Int64
An estimate for the length of the data being read out.
leng2
Int64
A second estimate for the length of the data being read out.
serializationContext
PropertySerializationContext
The context in which this property is being read.
ResolveAncestries(UnrealPackage, AncestryInfo)
Resolves the ancestry of all child properties of this property.
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
ReadEndPropertyTag(AssetBinaryReader)
Complete reading the property tag of this property.
protected void ReadEndPropertyTag(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
Writes a property to a BinaryWriter.
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
The BinaryWriter to write from.
includeHeader
Boolean
Whether or not to also write the "header" of the property, which is data considered by the Unreal Engine to be data that is part of the PropertyData base class rather than any particular child class.
serializationContext
PropertySerializationContext
The context in which this property is being written.
Returns
Int32
The length in bytes of the data that was written.
InitializeZero(AssetBinaryReader)
Initialize this property when serialized as zero.
internal void InitializeZero(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
The BinaryReader to read from.
WriteEndPropertyTag(AssetBinaryWriter)
Complete writing the property tag of this property.
protected void WriteEndPropertyTag(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
CanBeZero(UnrealPackage)
Does the body of this property entirely consist of null bytes? If so, the body can be skipped during serialization in unversioned properties.
public bool CanBeZero(UnrealPackage asset)
Parameters
asset
UnrealPackage
The asset to test serialization within.
Returns
Boolean
Whether or not the property can be serialized as zero.
FromString(String[], UAsset)
Sets certain fields of the property based off of an array of strings.
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
An array of strings to derive certain fields from.
asset
UAsset
The asset that the property belongs to.
Clone()
Performs a deep clone of the current PropertyData instance.
public object Clone()
Returns
Object
A deep copy of the current property.
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
PropertyData<T>
Namespace: UAssetAPI.PropertyTypes.Objects
public abstract class PropertyData<T> : PropertyData, System.ICloneable
Type Parameters
T
Inheritance Object → PropertyData → PropertyData<T>
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public T Value { get; set; }
Property Value
T
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
The type of this property as an FString.
public FString PropertyType { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PropertyData(FName)
public PropertyData(FName name)
Parameters
name
FName
PropertyData()
public PropertyData()
PropertySerializationContext
Namespace: UAssetAPI.PropertyTypes.Objects
public enum PropertySerializationContext
Inheritance Object → ValueType → Enum → PropertySerializationContext
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
SetPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a set.
public class SetPropertyData : ArrayPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<PropertyData[]> → ArrayPropertyData → SetPropertyData
Implements ICloneable
Fields
ElementsToRemove
public PropertyData[] ElementsToRemove;
ArrayType
public FName ArrayType;
DummyStruct
public StructPropertyData DummyStruct;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public PropertyData[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SetPropertyData(FName)
public SetPropertyData(FName name)
Parameters
name
FName
SetPropertyData()
public SetPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
SoftObjectPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a reference variable to another object which may be null, and may become valid or invalid at any point. Near synonym for AssetObjectPropertyData.
public class SoftObjectPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SoftObjectPropertyData(FName)
public SoftObjectPropertyData(FName name)
Parameters
name
FName
SoftObjectPropertyData()
public SoftObjectPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
StrPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an FString.
public class StrPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FString> → StrPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FString Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
StrPropertyData(FName)
public StrPropertyData(FName name)
Parameters
name
FName
StrPropertyData()
public StrPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
TextHistoryType
Namespace: UAssetAPI.PropertyTypes.Objects
public enum TextHistoryType
Inheritance Object → ValueType → Enum → TextHistoryType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TextPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes an FText.
public class TextPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FString> → TextPropertyData
Implements ICloneable
Fields
Flags
Flags with various information on what sort of FText this is
public ETextFlag Flags;
HistoryType
The HistoryType of this FText.
public TextHistoryType HistoryType;
TableId
The string table ID being referenced, if applicable
public FName TableId;
Namespace
A namespace to use when parsing texts that use LOCTEXT
public FString Namespace;
CultureInvariantString
The source string for this FText. In the Unreal Engine, this is also known as SourceString.
public FString CultureInvariantString;
SourceFmt
public TextPropertyData SourceFmt;
Arguments
public FFormatArgumentValue[] Arguments;
ArgumentsData
public FFormatArgumentData[] ArgumentsData;
TransformType
public ETransformType TransformType;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FString Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
TextPropertyData(FName)
public TextPropertyData(FName name)
Parameters
name
FName
TextPropertyData()
public TextPropertyData()
Methods
ShouldSerializeTableId()
public bool ShouldSerializeTableId()
Returns
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
UInt16PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a 16-bit unsigned integer variable (UInt16).
public class UInt16PropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<UInt16> → UInt16PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public ushort Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
UInt16PropertyData(FName)
public UInt16PropertyData(FName name)
Parameters
name
FName
UInt16PropertyData()
public UInt16PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
UInt32PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a 32-bit unsigned integer variable (UInt32).
public class UInt32PropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<UInt32> → UInt32PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public uint Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
UInt32PropertyData(FName)
public UInt32PropertyData(FName name)
Parameters
name
FName
UInt32PropertyData()
public UInt32PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
UInt64PropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a 64-bit unsigned integer variable (UInt64).
public class UInt64PropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<UInt64> → UInt64PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public ulong Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
UInt64PropertyData(FName)
public UInt64PropertyData(FName name)
Parameters
name
FName
UInt64PropertyData()
public UInt64PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
UnknownPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
Describes a property which UAssetAPI has no specific serialization for, and is instead represented as an array of bytes as a fallback.
public class UnknownPropertyData : PropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Byte[]> → UnknownPropertyData
Implements ICloneable
Fields
SerializingPropertyType
public FString SerializingPropertyType;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Byte[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
UnknownPropertyData(FName)
public UnknownPropertyData(FName name)
Parameters
name
FName
UnknownPropertyData()
public UnknownPropertyData()
Methods
SetSerializingPropertyType(FString)
public void SetSerializingPropertyType(FString newType)
Parameters
newType
FString
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
WeakObjectPropertyData
Namespace: UAssetAPI.PropertyTypes.Objects
public class WeakObjectPropertyData : ObjectPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FPackageIndex> → ObjectPropertyData → WeakObjectPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
DefaultValue
public object DefaultValue { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FPackageIndex Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
Constructors
WeakObjectPropertyData(FName)
public WeakObjectPropertyData(FName name)
Parameters
name
FName
WeakObjectPropertyData()
public WeakObjectPropertyData()
Box2DPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class Box2DPropertyData : TBoxPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<TBox<FVector2D>> → TBoxPropertyData<FVector2D> → Box2DPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TBox<FVector2D> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Box2DPropertyData(FName)
public Box2DPropertyData(FName name)
Parameters
name
FName
Box2DPropertyData()
public Box2DPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
Box2fPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class Box2fPropertyData : TBoxPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<TBox<FVector2f>> → TBoxPropertyData<FVector2f> → Box2fPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TBox<FVector2f> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Box2fPropertyData(FName)
public Box2fPropertyData(FName name)
Parameters
name
FName
Box2fPropertyData()
public Box2fPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
BoxPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class BoxPropertyData : TBoxPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<TBox<FVector>> → TBoxPropertyData<FVector> → BoxPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TBox<FVector> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
BoxPropertyData(FName)
public BoxPropertyData(FName name)
Parameters
name
FName
BoxPropertyData()
public BoxPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ClothLODDataCommonPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class ClothLODDataCommonPropertyData : ClothLODDataPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → ClothLODDataPropertyData → ClothLODDataCommonPropertyData
Implements ICloneable
Fields
TransitionUpSkinData
Skinning data for transitioning from a higher detail LOD to this one
public FMeshToMeshVertData[] TransitionUpSkinData;
TransitionDownSkinData
Skinning data for transitioning from a lower detail LOD to this one
public FMeshToMeshVertData[] TransitionDownSkinData;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ClothLODDataCommonPropertyData(FName, FName)
public ClothLODDataCommonPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
ClothLODDataCommonPropertyData(FName)
public ClothLODDataCommonPropertyData(FName name)
Parameters
name
FName
ClothLODDataCommonPropertyData()
public ClothLODDataCommonPropertyData()
ClothLODDataPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Common Cloth LOD representation for all clothing assets.
public class ClothLODDataPropertyData : StructPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → ClothLODDataPropertyData
Implements ICloneable
Fields
TransitionUpSkinData
Skinning data for transitioning from a higher detail LOD to this one
public FMeshToMeshVertData[] TransitionUpSkinData;
TransitionDownSkinData
Skinning data for transitioning from a lower detail LOD to this one
public FMeshToMeshVertData[] TransitionDownSkinData;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ClothLODDataPropertyData(FName, FName)
public ClothLODDataPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
ClothLODDataPropertyData(FName)
public ClothLODDataPropertyData(FName name)
Parameters
name
FName
ClothLODDataPropertyData()
public ClothLODDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ClothTetherDataPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Long range attachment tether pathfinding based on Dijkstra's algorithm.
public class ClothTetherDataPropertyData : StructPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → ClothTetherDataPropertyData
Implements ICloneable
Fields
Tethers
public ValueTuple`3[][] Tethers;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ClothTetherDataPropertyData(FName, FName)
public ClothTetherDataPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
ClothTetherDataPropertyData(FName)
public ClothTetherDataPropertyData(FName name)
Parameters
name
FName
ClothTetherDataPropertyData()
public ClothTetherDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ColorMaterialInputPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class ColorMaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<ColorPropertyData> → MaterialInputPropertyData<ColorPropertyData> → ColorMaterialInputPropertyData
Implements ICloneable
Fields
Expression
public FPackageIndex Expression;
OutputIndex
public int OutputIndex;
InputName
public FName InputName;
InputNameOld
public FString InputNameOld;
Mask
public int Mask;
MaskR
public int MaskR;
MaskG
public int MaskG;
MaskB
public int MaskB;
MaskA
public int MaskA;
ExpressionName
public FName ExpressionName;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public ColorPropertyData Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ColorMaterialInputPropertyData(FName)
public ColorMaterialInputPropertyData(FName name)
Parameters
name
FName
ColorMaterialInputPropertyData()
public ColorMaterialInputPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ColorPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Describes a color with 8 bits of precision per channel.
public class ColorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Drawing.Color]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<Color> → ColorPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Color Value { get; set; }
Property Value
Color
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ColorPropertyData(FName)
public ColorPropertyData(FName name)
Parameters
name
FName
ColorPropertyData()
public ColorPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
DateTimePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Implements a date and time.
Values of this type represent dates and times between Midnight 00:00:00, January 1, 0001 and Midnight 23:59:59.9999999, December 31, 9999 in the Gregorian calendar. Internally, the time values are stored in ticks of 0.1 microseconds (= 100 nanoseconds) since January 1, 0001.
The companion class TimespanPropertyData (TimeSpan) is provided for enabling date and time based arithmetic, such as calculating the difference between two dates or adding a certain amount of time to a given date.
public class DateTimePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.DateTime]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<DateTime> → DateTimePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public DateTime Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
DateTimePropertyData(FName)
public DateTimePropertyData(FName name)
Parameters
name
FName
DateTimePropertyData()
public DateTimePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
DeprecateSlateVector2DPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class DeprecateSlateVector2DPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FVector2f]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FVector2f> → DeprecateSlateVector2DPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FVector2f Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
DeprecateSlateVector2DPropertyData(FName)
public DeprecateSlateVector2DPropertyData(FName name)
Parameters
name
FName
DeprecateSlateVector2DPropertyData()
public DeprecateSlateVector2DPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ESectionEvaluationFlags
Namespace: UAssetAPI.PropertyTypes.Structs
public enum ESectionEvaluationFlags
Inheritance Object → ValueType → Enum → ESectionEvaluationFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ExpressionInputPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class ExpressionInputPropertyData : MaterialInputPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int32> → MaterialInputPropertyData<Int32> → ExpressionInputPropertyData
Implements ICloneable
Fields
Expression
public FPackageIndex Expression;
OutputIndex
public int OutputIndex;
InputName
public FName InputName;
InputNameOld
public FString InputNameOld;
Mask
public int Mask;
MaskR
public int MaskR;
MaskG
public int MaskG;
MaskB
public int MaskB;
MaskA
public int MaskA;
ExpressionName
public FName ExpressionName;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public int Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ExpressionInputPropertyData(FName)
public ExpressionInputPropertyData(FName name)
Parameters
name
FName
ExpressionInputPropertyData()
public ExpressionInputPropertyData()
FEntityAndMetaDataIndex
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FEntityAndMetaDataIndex
Inheritance Object → ValueType → FEntityAndMetaDataIndex
Fields
EntityIndex
public int EntityIndex;
MetaDataIndex
public int MetaDataIndex;
Constructors
FEntityAndMetaDataIndex(Int32, Int32)
FEntityAndMetaDataIndex(int entityIndex, int metaDataIndex)
Parameters
entityIndex
Int32
metaDataIndex
Int32
FEntityAndMetaDataIndex(AssetBinaryReader)
FEntityAndMetaDataIndex(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FEntry
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FEntry
Inheritance Object → ValueType → FEntry
Fields
StartIndex
The index into Items of the first item
public int StartIndex;
Size
The number of currently valid items
public int Size;
Capacity
The total capacity of allowed items before reallocating
public int Capacity;
Constructors
FEntry(Int32, Int32, Int32)
FEntry(int startIndex, int size, int capacity)
Parameters
startIndex
Int32
size
Int32
capacity
Int32
FEntry(AssetBinaryReader)
FEntry(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FEvaluationTreeEntryHandle
Namespace: UAssetAPI.PropertyTypes.Structs
A structure that uniquely identifies an entry within a TEvaluationTreeEntryContaine
public struct FEvaluationTreeEntryHandle
Inheritance Object → ValueType → FEvaluationTreeEntryHandle
Fields
EntryIndex
Specifies an index into TEvaluationTreeEntryContainer::Entries
public int EntryIndex;
Constructors
FEvaluationTreeEntryHandle(Int32)
FEvaluationTreeEntryHandle(int _EntryIndex)
Parameters
_EntryIndex
Int32
FEvaluationTreeEntryHandle(AssetBinaryReader)
FEvaluationTreeEntryHandle(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FLevelSequenceLegacyObjectReference
Namespace: UAssetAPI.PropertyTypes.Structs
public class FLevelSequenceLegacyObjectReference
Inheritance Object → FLevelSequenceLegacyObjectReference
Fields
ObjectId
public Guid ObjectId;
ObjectPath
public FString ObjectPath;
Constructors
FLevelSequenceLegacyObjectReference(Guid, FString)
public FLevelSequenceLegacyObjectReference(Guid objectId, FString objectPath)
Parameters
objectId
Guid
objectPath
FString
FLevelSequenceLegacyObjectReference(AssetBinaryReader)
public FLevelSequenceLegacyObjectReference(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FloatRangePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class FloatRangePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable
Inheritance Object → PropertyData → FloatRangePropertyData
Implements ICloneable
Fields
LowerBound
public float LowerBound;
UpperBound
public float UpperBound;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
FloatRangePropertyData(FName)
public FloatRangePropertyData(FName name)
Parameters
name
FName
FloatRangePropertyData()
public FloatRangePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
FMeshToMeshVertData
Namespace: UAssetAPI.PropertyTypes.Structs
A structure for holding mesh-to-mesh triangle influences to skin one mesh to another (similar to a wrap deformer)
public class FMeshToMeshVertData
Inheritance Object → FMeshToMeshVertData
Fields
PositionBaryCoordsAndDist
Barycentric coords and distance along normal for the position of the final vert
public Vector4fPropertyData PositionBaryCoordsAndDist;
NormalBaryCoordsAndDist
Barycentric coords and distance along normal for the location of the unit normal endpoint. Actual normal = ResolvedNormalPosition - ResolvedPosition
public Vector4fPropertyData NormalBaryCoordsAndDist;
TangentBaryCoordsAndDist
Barycentric coords and distance along normal for the location of the unit Tangent endpoint. Actual normal = ResolvedNormalPosition - ResolvedPosition
public Vector4fPropertyData TangentBaryCoordsAndDist;
SourceMeshVertIndices
Contains the 3 indices for verts in the source mesh forming a triangle, the last element is a flag to decide how the skinning works, 0xffff uses no simulation, and just normal skinning, anything else uses the source mesh and the above skin data to get the final position
public UInt16[] SourceMeshVertIndices;
Weight
For weighted averaging of multiple triangle influences
public float Weight;
Padding
Dummy for alignment
public uint Padding;
Constructors
FMeshToMeshVertData(AssetBinaryReader)
public FMeshToMeshVertData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FMeshToMeshVertData(Vector4fPropertyData, Vector4fPropertyData, Vector4fPropertyData, UInt16[], Single, UInt32)
public FMeshToMeshVertData(Vector4fPropertyData positionBaryCoordsAndDist, Vector4fPropertyData normalBaryCoordsAndDist, Vector4fPropertyData tangentBaryCoordsAndDist, UInt16[] sourceMeshVertIndices, float weight, uint padding)
Parameters
positionBaryCoordsAndDist
Vector4fPropertyData
normalBaryCoordsAndDist
Vector4fPropertyData
tangentBaryCoordsAndDist
Vector4fPropertyData
sourceMeshVertIndices
UInt16[]
weight
Single
padding
UInt32
FMeshToMeshVertData()
public FMeshToMeshVertData()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneChannel<T>
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneChannel<T>
Type Parameters
T
Inheritance Object → FMovieSceneChannel<T>
Fields
PreInfinityExtrap
public ERichCurveExtrapolation PreInfinityExtrap;
PostInfinityExtrap
public ERichCurveExtrapolation PostInfinityExtrap;
TimesStructLength
public int TimesStructLength;
Times
public FFrameNumber[] Times;
ValuesStructLength
public int ValuesStructLength;
Values
public FMovieSceneValue`1[] Values;
DefaultValue
public T DefaultValue;
bHasDefaultValue
public bool bHasDefaultValue;
TickResolution
public FFrameRate TickResolution;
bShowCurve
public bool bShowCurve;
Constructors
FMovieSceneChannel()
public FMovieSceneChannel()
FMovieSceneChannel(AssetBinaryReader, Func<T>)
public FMovieSceneChannel(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
public void Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
FMovieSceneDoubleChannel
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneDoubleChannel : FMovieSceneChannel`1
Inheritance Object → FMovieSceneChannel<Double> → FMovieSceneDoubleChannel
Fields
PreInfinityExtrap
public ERichCurveExtrapolation PreInfinityExtrap;
PostInfinityExtrap
public ERichCurveExtrapolation PostInfinityExtrap;
TimesStructLength
public int TimesStructLength;
Times
public FFrameNumber[] Times;
ValuesStructLength
public int ValuesStructLength;
Values
public FMovieSceneValue`1[] Values;
DefaultValue
public double DefaultValue;
bHasDefaultValue
public bool bHasDefaultValue;
TickResolution
public FFrameRate TickResolution;
bShowCurve
public bool bShowCurve;
Constructors
FMovieSceneDoubleChannel(AssetBinaryReader)
public FMovieSceneDoubleChannel(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FMovieSceneDoubleValue
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneDoubleValue : FMovieSceneValue`1
Inheritance Object → FMovieSceneValue<Double> → FMovieSceneDoubleValue
Fields
Value
public double Value;
Tangent
public FMovieSceneTangentData Tangent;
InterpMode
public ERichCurveInterpMode InterpMode;
TangentMode
public ERichCurveTangentMode TangentMode;
padding
public Byte[] padding;
Constructors
FMovieSceneDoubleValue(AssetBinaryReader)
public FMovieSceneDoubleValue(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FMovieSceneEvaluationFieldEntityTree
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FMovieSceneEvaluationFieldEntityTree
Inheritance Object → ValueType → FMovieSceneEvaluationFieldEntityTree
Fields
SerializedData
public TMovieSceneEvaluationTree<FEntityAndMetaDataIndex> SerializedData;
Constructors
FMovieSceneEvaluationFieldEntityTree(AssetBinaryReader)
FMovieSceneEvaluationFieldEntityTree(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneEvaluationKey
Namespace: UAssetAPI.PropertyTypes.Structs
Keyable struct that represents a particular entity within an evaluation template (either a section/template or a track)
public struct FMovieSceneEvaluationKey
Inheritance Object → ValueType → FMovieSceneEvaluationKey
Fields
SequenceID
ID of the sequence that the entity is contained within
public uint SequenceID;
TrackIdentifier
ID of the track this key relates to
public uint TrackIdentifier;
SectionIndex
Index of the section template within the track this key relates to (or -1 where this key relates to a track)
public uint SectionIndex;
Constructors
FMovieSceneEvaluationKey(UInt32, UInt32, UInt32)
FMovieSceneEvaluationKey(uint _SequenceID, uint _TrackIdentifier, uint _SectionIndex)
Parameters
_SequenceID
UInt32
_TrackIdentifier
UInt32
_SectionIndex
UInt32
FMovieSceneEvaluationKey(AssetBinaryReader)
FMovieSceneEvaluationKey(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneEvaluationTree
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneEvaluationTree
Inheritance Object → FMovieSceneEvaluationTree
Fields
RootNode
This tree's root node
public FMovieSceneEvaluationTreeNode RootNode;
ChildNodes
Segmented array of all child nodes within this tree (in no particular order)
public TEvaluationTreeEntryContainer<FMovieSceneEvaluationTreeNode> ChildNodes;
Constructors
FMovieSceneEvaluationTree(AssetBinaryReader)
public FMovieSceneEvaluationTree(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMovieSceneEvaluationTreeNode
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneEvaluationTreeNode
Inheritance Object → FMovieSceneEvaluationTreeNode
Fields
Range
The time-range that this node represents
public TRange<FFrameNumber> Range;
Parent
public FMovieSceneEvaluationTreeNodeHandle Parent;
ChildrenID
Identifier for the child node entries associated with this node (FMovieSceneEvaluationTree::ChildNodes)
public FEvaluationTreeEntryHandle ChildrenID;
DataID
Identifier for externally stored data entries associated with this node
public FEvaluationTreeEntryHandle DataID;
Constructors
FMovieSceneEvaluationTreeNode(AssetBinaryReader)
public FMovieSceneEvaluationTreeNode(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMovieSceneEvaluationTreeNodeHandle
Namespace: UAssetAPI.PropertyTypes.Structs
A handle to a node in an FMovieSceneEvaluationTree, defined in terms of an entry handle (corrsponding to FMovieSceneEvaluationTree::ChildNodes), and its child index
public struct FMovieSceneEvaluationTreeNodeHandle
Inheritance Object → ValueType → FMovieSceneEvaluationTreeNodeHandle
Fields
ChildrenHandle
Entry handle for the parent's children in FMovieSceneEvaluationTree::ChildNodes
public FEvaluationTreeEntryHandle ChildrenHandle;
Index
The index of this child within its parent's children
public int Index;
Constructors
FMovieSceneEvaluationTreeNodeHandle(Int32, Int32)
FMovieSceneEvaluationTreeNodeHandle(int _ChildrenHandle, int _Index)
Parameters
_ChildrenHandle
Int32
_Index
Int32
FMovieSceneEvaluationTreeNodeHandle(AssetBinaryReader)
FMovieSceneEvaluationTreeNodeHandle(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMovieSceneEventParameters
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FMovieSceneEventParameters
Inheritance Object → ValueType → FMovieSceneEventParameters
Fields
StructType
public FSoftObjectPath StructType;
StructBytes
public Byte[] StructBytes;
Constructors
FMovieSceneEventParameters(FSoftObjectPath, Byte[])
FMovieSceneEventParameters(FSoftObjectPath structType, Byte[] structBytes)
Parameters
structType
FSoftObjectPath
structBytes
Byte[]
FMovieSceneEventParameters(AssetBinaryReader)
FMovieSceneEventParameters(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneFloatChannel
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneFloatChannel : FMovieSceneChannel`1
Inheritance Object → FMovieSceneChannel<Single> → FMovieSceneFloatChannel
Fields
PreInfinityExtrap
public ERichCurveExtrapolation PreInfinityExtrap;
PostInfinityExtrap
public ERichCurveExtrapolation PostInfinityExtrap;
TimesStructLength
public int TimesStructLength;
Times
public FFrameNumber[] Times;
ValuesStructLength
public int ValuesStructLength;
Values
public FMovieSceneValue`1[] Values;
DefaultValue
public float DefaultValue;
bHasDefaultValue
public bool bHasDefaultValue;
TickResolution
public FFrameRate TickResolution;
bShowCurve
public bool bShowCurve;
Constructors
FMovieSceneFloatChannel(AssetBinaryReader)
public FMovieSceneFloatChannel(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FMovieSceneFloatValue
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneFloatValue : FMovieSceneValue`1
Inheritance Object → FMovieSceneValue<Single> → FMovieSceneFloatValue
Fields
Value
public float Value;
Tangent
public FMovieSceneTangentData Tangent;
InterpMode
public ERichCurveInterpMode InterpMode;
TangentMode
public ERichCurveTangentMode TangentMode;
padding
public Byte[] padding;
Constructors
FMovieSceneFloatValue(AssetBinaryReader)
public FMovieSceneFloatValue(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FMovieSceneSegment
Namespace: UAssetAPI.PropertyTypes.Structs
Information about a single segment of an evaluation track
public class FMovieSceneSegment
Inheritance Object → FMovieSceneSegment
Fields
RangeOld
The segment's range
public TRange<float> RangeOld;
Range
public TRange<FFrameNumber> Range;
ID
public int ID;
bAllowEmpty
Whether this segment has been generated yet or not
public bool bAllowEmpty;
Impls
Array of implementations that reside at the segment's range
public StructPropertyData[] Impls;
Constructors
FMovieSceneSegment(AssetBinaryReader)
public FMovieSceneSegment(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneSubSectionData
Namespace: UAssetAPI.PropertyTypes.Structs
Data that represents a single sub-section
public struct FMovieSceneSubSectionData
Inheritance Object → ValueType → FMovieSceneSubSectionData
Fields
Section
The sub section itself
public FPackageIndex Section;
ObjectBindingId
The object binding that the sub section belongs to (usually zero)
public Guid ObjectBindingId;
Flags
Evaluation flags for the section
public ESectionEvaluationFlags Flags;
Constructors
FMovieSceneSubSectionData(FPackageIndex, Guid, ESectionEvaluationFlags)
FMovieSceneSubSectionData(FPackageIndex section, Guid objectBindingId, ESectionEvaluationFlags flags)
Parameters
section
FPackageIndex
objectBindingId
Guid
flags
ESectionEvaluationFlags
FMovieSceneSubSectionData(AssetBinaryReader)
FMovieSceneSubSectionData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneSubSectionFieldData
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FMovieSceneSubSectionFieldData
Inheritance Object → ValueType → FMovieSceneSubSectionFieldData
Fields
Field
public TMovieSceneEvaluationTree<FMovieSceneSubSectionData> Field;
Constructors
FMovieSceneSubSectionFieldData(AssetBinaryReader)
FMovieSceneSubSectionFieldData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneSubSequenceTree
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FMovieSceneSubSequenceTree
Inheritance Object → ValueType → FMovieSceneSubSequenceTree
Fields
Data
public TMovieSceneEvaluationTree<FMovieSceneSubSequenceTreeEntry> Data;
Constructors
FMovieSceneSubSequenceTree(AssetBinaryReader)
FMovieSceneSubSequenceTree(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneSubSequenceTreeEntry
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FMovieSceneSubSequenceTreeEntry
Inheritance Object → ValueType → FMovieSceneSubSequenceTreeEntry
Fields
SequenceID
public uint SequenceID;
Flags
public ESectionEvaluationFlags Flags;
RootToSequenceWarpCounter
public StructPropertyData RootToSequenceWarpCounter;
Constructors
FMovieSceneSubSequenceTreeEntry(UInt32, Byte, StructPropertyData)
FMovieSceneSubSequenceTreeEntry(uint sequenceID, byte flags, StructPropertyData _struct)
Parameters
sequenceID
UInt32
flags
Byte
_struct
StructPropertyData
FMovieSceneSubSequenceTreeEntry(AssetBinaryReader)
FMovieSceneSubSequenceTreeEntry(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMovieSceneTangentData
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneTangentData
Inheritance Object → FMovieSceneTangentData
Fields
ArriveTangent
public float ArriveTangent;
LeaveTangent
public float LeaveTangent;
ArriveTangentWeight
public float ArriveTangentWeight;
LeaveTangentWeight
public float LeaveTangentWeight;
TangentWeightMode
public ERichCurveTangentWeightMode TangentWeightMode;
padding
public Byte[] padding;
Constructors
FMovieSceneTangentData(AssetBinaryReader)
public FMovieSceneTangentData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FMovieSceneTrackFieldData
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FMovieSceneTrackFieldData
Inheritance Object → ValueType → FMovieSceneTrackFieldData
Fields
Field
public TMovieSceneEvaluationTree<uint> Field;
Constructors
FMovieSceneTrackFieldData(AssetBinaryReader)
FMovieSceneTrackFieldData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FMovieSceneValue<T>
Namespace: UAssetAPI.PropertyTypes.Structs
public class FMovieSceneValue<T>
Type Parameters
T
Inheritance Object → FMovieSceneValue<T>
Fields
Value
public T Value;
Tangent
public FMovieSceneTangentData Tangent;
InterpMode
public ERichCurveInterpMode InterpMode;
TangentMode
public ERichCurveTangentMode TangentMode;
padding
public Byte[] padding;
Constructors
FMovieSceneValue(AssetBinaryReader, T)
public FMovieSceneValue(AssetBinaryReader reader, T value)
Parameters
reader
AssetBinaryReader
value
T
Methods
Write(AssetBinaryWriter, Action<T>)
public void Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
FNameCurveKey
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FNameCurveKey
Inheritance Object → ValueType → FNameCurveKey
Implements IStruct<FNameCurveKey>
Fields
Time
public float Time;
Value
public FName Value;
Constructors
FNameCurveKey(AssetBinaryReader)
FNameCurveKey(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Read(AssetBinaryReader)
FNameCurveKey Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FNavAgentSelector
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FNavAgentSelector
Inheritance Object → ValueType → FNavAgentSelector
Fields
PackedBits
public uint PackedBits;
Constructors
FNavAgentSelector(UInt32)
FNavAgentSelector(uint packedBits)
Parameters
packedBits
UInt32
FontCharacterPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class FontCharacterPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FFontCharacter]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FFontCharacter> → FontCharacterPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FFontCharacter Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
FontCharacterPropertyData(FName)
public FontCharacterPropertyData(FName name)
Parameters
name
FName
FontCharacterPropertyData()
public FontCharacterPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FontDataPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class FontDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FFontData]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FFontData> → FontDataPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FFontData Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
FontDataPropertyData(FName)
public FontDataPropertyData(FName name)
Parameters
name
FName
FontDataPropertyData()
public FontDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FrameNumberPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class FrameNumberPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FFrameNumber]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FFrameNumber> → FrameNumberPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FFrameNumber Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
FrameNumberPropertyData(FName)
public FrameNumberPropertyData(FName name)
Parameters
name
FName
FrameNumberPropertyData()
public FrameNumberPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
FSectionEvaluationDataTree
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FSectionEvaluationDataTree
Inheritance Object → ValueType → FSectionEvaluationDataTree
Fields
Tree
public TMovieSceneEvaluationTree<StructPropertyData> Tree;
Constructors
FSectionEvaluationDataTree(AssetBinaryReader)
FSectionEvaluationDataTree(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
<.ctor>g__ReadTree|1_1(AssetBinaryReader)
StructPropertyData <.ctor>g__ReadTree|1_1(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
<Write>g__WriteTree|2_0(AssetBinaryWriter, StructPropertyData)
void <Write>g__WriteTree|2_0(AssetBinaryWriter writer, StructPropertyData data)
Parameters
writer
AssetBinaryWriter
data
StructPropertyData
FStringCurveKey
Namespace: UAssetAPI.PropertyTypes.Structs
public struct FStringCurveKey
Inheritance Object → ValueType → FStringCurveKey
Implements IStruct<FStringCurveKey>
Fields
Time
public float Time;
Value
public FString Value;
Constructors
FStringCurveKey(AssetBinaryReader)
FStringCurveKey(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Read(AssetBinaryReader)
FStringCurveKey Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
GameplayTagContainerPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class GameplayTagContainerPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FName[]]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FName[]> → GameplayTagContainerPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FName[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
GameplayTagContainerPropertyData(FName)
public GameplayTagContainerPropertyData(FName name)
Parameters
name
FName
GameplayTagContainerPropertyData()
public GameplayTagContainerPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
GuidPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Describes a 128-bit Guid.
public class GuidPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Guid]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<Guid> → GuidPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Guid Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
GuidPropertyData(FName)
public GuidPropertyData(FName name)
Parameters
name
FName
GuidPropertyData()
public GuidPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
IntPointPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class IntPointPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Int32[]]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int32[]> → IntPointPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Int32[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
IntPointPropertyData(FName)
public IntPointPropertyData(FName name)
Parameters
name
FName
IntPointPropertyData()
public IntPointPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
IntVectorPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class IntVectorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FIntVector]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FIntVector> → IntVectorPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FIntVector Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
IntVectorPropertyData(FName)
public IntVectorPropertyData(FName name)
Parameters
name
FName
IntVectorPropertyData()
public IntVectorPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
KeyHandleMapPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class KeyHandleMapPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable
Inheritance Object → PropertyData → KeyHandleMapPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
KeyHandleMapPropertyData(FName)
public KeyHandleMapPropertyData(FName name)
Parameters
name
FName
KeyHandleMapPropertyData()
public KeyHandleMapPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
LevelSequenceObjectReferenceMapPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class LevelSequenceObjectReferenceMapPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.TMap`2[[System.Guid],[UAssetAPI.PropertyTypes.Structs.FLevelSequenceLegacyObjectReference]]]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<TMap<Guid, FLevelSequenceLegacyObjectReference>> → LevelSequenceObjectReferenceMapPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TMap<Guid, FLevelSequenceLegacyObjectReference> Value { get; set; }
Property Value
TMap<Guid, FLevelSequenceLegacyObjectReference>
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
LevelSequenceObjectReferenceMapPropertyData(FName)
public LevelSequenceObjectReferenceMapPropertyData(FName name)
Parameters
name
FName
LevelSequenceObjectReferenceMapPropertyData()
public LevelSequenceObjectReferenceMapPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
LinearColorPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class LinearColorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FLinearColor]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FLinearColor> → LinearColorPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FLinearColor Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
LinearColorPropertyData(FName)
public LinearColorPropertyData(FName name)
Parameters
name
FName
LinearColorPropertyData()
public LinearColorPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
MaterialAttributesInputPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MaterialAttributesInputPropertyData : MaterialInputPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int32> → MaterialInputPropertyData<Int32> → MaterialAttributesInputPropertyData
Implements ICloneable
Fields
Expression
public FPackageIndex Expression;
OutputIndex
public int OutputIndex;
InputName
public FName InputName;
InputNameOld
public FString InputNameOld;
Mask
public int Mask;
MaskR
public int MaskR;
MaskG
public int MaskG;
MaskB
public int MaskB;
MaskA
public int MaskA;
ExpressionName
public FName ExpressionName;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public int Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MaterialAttributesInputPropertyData(FName)
public MaterialAttributesInputPropertyData(FName name)
Parameters
name
FName
MaterialAttributesInputPropertyData()
public MaterialAttributesInputPropertyData()
MaterialInputPropertyData
MaterialOverrideNanitePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MaterialOverrideNanitePropertyData : StructPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → MaterialOverrideNanitePropertyData
Implements ICloneable
Fields
OverrideMaterialRef
public FSoftObjectPath OverrideMaterialRef;
bEnableOverride
public bool bEnableOverride;
OverrideMaterial
public FPackageIndex OverrideMaterial;
bSerializeAsCookedData
public bool bSerializeAsCookedData;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MaterialOverrideNanitePropertyData(FName, FName)
public MaterialOverrideNanitePropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
MaterialOverrideNanitePropertyData(FName)
public MaterialOverrideNanitePropertyData(FName name)
Parameters
name
FName
MaterialOverrideNanitePropertyData()
public MaterialOverrideNanitePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
MatrixPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MatrixPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FMatrix]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMatrix> → MatrixPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMatrix Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MatrixPropertyData(FName)
public MatrixPropertyData(FName name)
Parameters
name
FName
MatrixPropertyData()
public MatrixPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneDoubleChannelPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneDoubleChannelPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneDoubleChannel]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneDoubleChannel> → MovieSceneDoubleChannelPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneDoubleChannel Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneDoubleChannelPropertyData(FName)
public MovieSceneDoubleChannelPropertyData(FName name)
Parameters
name
FName
MovieSceneDoubleChannelPropertyData()
public MovieSceneDoubleChannelPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneEvalTemplatePtrPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneEvalTemplatePtrPropertyData : MovieSceneTemplatePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → MovieSceneTemplatePropertyData → MovieSceneEvalTemplatePtrPropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneEvalTemplatePtrPropertyData(FName, FName)
public MovieSceneEvalTemplatePtrPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
MovieSceneEvalTemplatePtrPropertyData(FName)
public MovieSceneEvalTemplatePtrPropertyData(FName name)
Parameters
name
FName
MovieSceneEvalTemplatePtrPropertyData()
public MovieSceneEvalTemplatePtrPropertyData()
MovieSceneEvaluationFieldEntityTreePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneEvaluationFieldEntityTreePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneEvaluationFieldEntityTree]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneEvaluationFieldEntityTree> → MovieSceneEvaluationFieldEntityTreePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneEvaluationFieldEntityTree Value { get; set; }
Property Value
FMovieSceneEvaluationFieldEntityTree
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneEvaluationFieldEntityTreePropertyData(FName)
public MovieSceneEvaluationFieldEntityTreePropertyData(FName name)
Parameters
name
FName
MovieSceneEvaluationFieldEntityTreePropertyData()
public MovieSceneEvaluationFieldEntityTreePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneEvaluationKeyPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneEvaluationKeyPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneEvaluationKey]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneEvaluationKey> → MovieSceneEvaluationKeyPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneEvaluationKey Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneEvaluationKeyPropertyData(FName)
public MovieSceneEvaluationKeyPropertyData(FName name)
Parameters
name
FName
MovieSceneEvaluationKeyPropertyData()
public MovieSceneEvaluationKeyPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneEventParametersPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneEventParametersPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneEventParameters]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneEventParameters> → MovieSceneEventParametersPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneEventParameters Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneEventParametersPropertyData(FName)
public MovieSceneEventParametersPropertyData(FName name)
Parameters
name
FName
MovieSceneEventParametersPropertyData()
public MovieSceneEventParametersPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneFloatChannelPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneFloatChannelPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneFloatChannel]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneFloatChannel> → MovieSceneFloatChannelPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneFloatChannel Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneFloatChannelPropertyData(FName)
public MovieSceneFloatChannelPropertyData(FName name)
Parameters
name
FName
MovieSceneFloatChannelPropertyData()
public MovieSceneFloatChannelPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneFloatValuePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneFloatValuePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneFloatValue]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneFloatValue> → MovieSceneFloatValuePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneFloatValue Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneFloatValuePropertyData(FName)
public MovieSceneFloatValuePropertyData(FName name)
Parameters
name
FName
MovieSceneFloatValuePropertyData()
public MovieSceneFloatValuePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneFrameRangePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneFrameRangePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.TRange`1[[UAssetAPI.UnrealTypes.FFrameNumber]]]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<TRange<FFrameNumber>> → MovieSceneFrameRangePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TRange<FFrameNumber> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneFrameRangePropertyData(FName)
public MovieSceneFrameRangePropertyData(FName name)
Parameters
name
FName
MovieSceneFrameRangePropertyData()
public MovieSceneFrameRangePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneGenerationLedgerPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneGenerationLedgerPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable
Inheritance Object → PropertyData → MovieSceneGenerationLedgerPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneGenerationLedgerPropertyData(FName)
public MovieSceneGenerationLedgerPropertyData(FName name)
Parameters
name
FName
MovieSceneGenerationLedgerPropertyData()
public MovieSceneGenerationLedgerPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneSegmentIdentifierPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneSegmentIdentifierPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Int32]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int32> → MovieSceneSegmentIdentifierPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public int Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneSegmentIdentifierPropertyData(FName)
public MovieSceneSegmentIdentifierPropertyData(FName name)
Parameters
name
FName
MovieSceneSegmentIdentifierPropertyData()
public MovieSceneSegmentIdentifierPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneSegmentPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneSegmentPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneSegment]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneSegment> → MovieSceneSegmentPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneSegment Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneSegmentPropertyData(FName)
public MovieSceneSegmentPropertyData(FName name)
Parameters
name
FName
MovieSceneSegmentPropertyData()
public MovieSceneSegmentPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneSequenceIDPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneSequenceIDPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.UInt32]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<UInt32> → MovieSceneSequenceIDPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public uint Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneSequenceIDPropertyData(FName)
public MovieSceneSequenceIDPropertyData(FName name)
Parameters
name
FName
MovieSceneSequenceIDPropertyData()
public MovieSceneSequenceIDPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneSequenceInstanceDataPtrPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneSequenceInstanceDataPtrPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FPackageIndex]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FPackageIndex> → MovieSceneSequenceInstanceDataPtrPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FPackageIndex Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneSequenceInstanceDataPtrPropertyData(FName)
public MovieSceneSequenceInstanceDataPtrPropertyData(FName name)
Parameters
name
FName
MovieSceneSequenceInstanceDataPtrPropertyData()
public MovieSceneSequenceInstanceDataPtrPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneSubSectionFieldDataPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneSubSectionFieldDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneSubSectionFieldData]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneSubSectionFieldData> → MovieSceneSubSectionFieldDataPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneSubSectionFieldData Value { get; set; }
Property Value
FMovieSceneSubSectionFieldData
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneSubSectionFieldDataPropertyData(FName)
public MovieSceneSubSectionFieldDataPropertyData(FName name)
Parameters
name
FName
MovieSceneSubSectionFieldDataPropertyData()
public MovieSceneSubSectionFieldDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneSubSequenceTreePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneSubSequenceTreePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneSubSequenceTree]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneSubSequenceTree> → MovieSceneSubSequenceTreePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneSubSequenceTree Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneSubSequenceTreePropertyData(FName)
public MovieSceneSubSequenceTreePropertyData(FName name)
Parameters
name
FName
MovieSceneSubSequenceTreePropertyData()
public MovieSceneSubSequenceTreePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneTemplatePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneTemplatePropertyData : StructPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → MovieSceneTemplatePropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneTemplatePropertyData(FName, FName)
public MovieSceneTemplatePropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
MovieSceneTemplatePropertyData(FName)
public MovieSceneTemplatePropertyData(FName name)
Parameters
name
FName
MovieSceneTemplatePropertyData()
public MovieSceneTemplatePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneTrackFieldDataPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneTrackFieldDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneTrackFieldData]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FMovieSceneTrackFieldData> → MovieSceneTrackFieldDataPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FMovieSceneTrackFieldData Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneTrackFieldDataPropertyData(FName)
public MovieSceneTrackFieldDataPropertyData(FName name)
Parameters
name
FName
MovieSceneTrackFieldDataPropertyData()
public MovieSceneTrackFieldDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneTrackIdentifierPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneTrackIdentifierPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.UInt32]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<UInt32> → MovieSceneTrackIdentifierPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public uint Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneTrackIdentifierPropertyData(FName)
public MovieSceneTrackIdentifierPropertyData(FName name)
Parameters
name
FName
MovieSceneTrackIdentifierPropertyData()
public MovieSceneTrackIdentifierPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
MovieSceneTrackImplementationPtrPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class MovieSceneTrackImplementationPtrPropertyData : MovieSceneTemplatePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → MovieSceneTemplatePropertyData → MovieSceneTrackImplementationPtrPropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
MovieSceneTrackImplementationPtrPropertyData(FName, FName)
public MovieSceneTrackImplementationPtrPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
MovieSceneTrackImplementationPtrPropertyData(FName)
public MovieSceneTrackImplementationPtrPropertyData(FName name)
Parameters
name
FName
MovieSceneTrackImplementationPtrPropertyData()
public MovieSceneTrackImplementationPtrPropertyData()
NameCurveKeyPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class NameCurveKeyPropertyData : UAssetAPI.PropertyTypes.Objects.BasePropertyData`1[[UAssetAPI.PropertyTypes.Structs.FNameCurveKey]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FNameCurveKey> → BasePropertyData<FNameCurveKey> → NameCurveKeyPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FNameCurveKey Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NameCurveKeyPropertyData(FName)
public NameCurveKeyPropertyData(FName name)
Parameters
name
FName
NameCurveKeyPropertyData()
public NameCurveKeyPropertyData()
NavAgentSelectorPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class NavAgentSelectorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FNavAgentSelector]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FNavAgentSelector> → NavAgentSelectorPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FNavAgentSelector Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NavAgentSelectorPropertyData(FName)
public NavAgentSelectorPropertyData(FName name)
Parameters
name
FName
NavAgentSelectorPropertyData()
public NavAgentSelectorPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
NiagaraDataInterfaceGPUParamInfoPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class NiagaraDataInterfaceGPUParamInfoPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FNiagaraDataInterfaceGPUParamInfo]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FNiagaraDataInterfaceGPUParamInfo> → NiagaraDataInterfaceGPUParamInfoPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FNiagaraDataInterfaceGPUParamInfo Value { get; set; }
Property Value
FNiagaraDataInterfaceGPUParamInfo
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NiagaraDataInterfaceGPUParamInfoPropertyData(FName)
public NiagaraDataInterfaceGPUParamInfoPropertyData(FName name)
Parameters
name
FName
NiagaraDataInterfaceGPUParamInfoPropertyData()
public NiagaraDataInterfaceGPUParamInfoPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
NiagaraVariableBasePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class NiagaraVariableBasePropertyData : StructPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → NiagaraVariableBasePropertyData
Implements ICloneable
Fields
VariableName
public FName VariableName;
TypeDef
public StructPropertyData TypeDef;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NiagaraVariableBasePropertyData(FName, FName)
public NiagaraVariableBasePropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
NiagaraVariableBasePropertyData(FName)
public NiagaraVariableBasePropertyData(FName name)
Parameters
name
FName
NiagaraVariableBasePropertyData()
public NiagaraVariableBasePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
NiagaraVariablePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class NiagaraVariablePropertyData : NiagaraVariableBasePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → NiagaraVariableBasePropertyData → NiagaraVariablePropertyData
Implements ICloneable
Fields
VarData
public Byte[] VarData;
VariableName
public FName VariableName;
TypeDef
public StructPropertyData TypeDef;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NiagaraVariablePropertyData(FName, FName)
public NiagaraVariablePropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
NiagaraVariablePropertyData(FName)
public NiagaraVariablePropertyData(FName name)
Parameters
name
FName
NiagaraVariablePropertyData()
public NiagaraVariablePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
NiagaraVariableWithOffsetPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class NiagaraVariableWithOffsetPropertyData : NiagaraVariableBasePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → NiagaraVariableBasePropertyData → NiagaraVariableWithOffsetPropertyData
Implements ICloneable
Fields
VariableOffset
public int VariableOffset;
VariableName
public FName VariableName;
TypeDef
public StructPropertyData TypeDef;
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
NiagaraVariableWithOffsetPropertyData(FName, FName)
public NiagaraVariableWithOffsetPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
NiagaraVariableWithOffsetPropertyData(FName)
public NiagaraVariableWithOffsetPropertyData(FName name)
Parameters
name
FName
NiagaraVariableWithOffsetPropertyData()
public NiagaraVariableWithOffsetPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
PerPlatformBoolPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
BoolPropertyData (Boolean) property with per-platform overrides.
public class PerPlatformBoolPropertyData : TPerPlatformPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Boolean[]> → TPerPlatformPropertyData<Boolean> → PerPlatformBoolPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Boolean[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PerPlatformBoolPropertyData(FName)
public PerPlatformBoolPropertyData(FName name)
Parameters
name
FName
PerPlatformBoolPropertyData()
public PerPlatformBoolPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
PerPlatformFloatPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
FloatPropertyData (Single) property with per-platform overrides.
public class PerPlatformFloatPropertyData : TPerPlatformPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Single[]> → TPerPlatformPropertyData<Single> → PerPlatformFloatPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Single[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PerPlatformFloatPropertyData(FName)
public PerPlatformFloatPropertyData(FName name)
Parameters
name
FName
PerPlatformFloatPropertyData()
public PerPlatformFloatPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
PerPlatformFrameRatePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
PerPlatformFrameRatePropertyData (FFrameRate) property with per-platform overrides.
public class PerPlatformFrameRatePropertyData : TPerPlatformPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FFrameRate[]> → TPerPlatformPropertyData<FFrameRate> → PerPlatformFrameRatePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FFrameRate[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PerPlatformFrameRatePropertyData(FName)
public PerPlatformFrameRatePropertyData(FName name)
Parameters
name
FName
PerPlatformFrameRatePropertyData()
public PerPlatformFrameRatePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
PerPlatformIntPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
IntPropertyData (Int32) property with per-platform overrides.
public class PerPlatformIntPropertyData : TPerPlatformPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Int32[]> → TPerPlatformPropertyData<Int32> → PerPlatformIntPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Int32[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PerPlatformIntPropertyData(FName)
public PerPlatformIntPropertyData(FName name)
Parameters
name
FName
PerPlatformIntPropertyData()
public PerPlatformIntPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
PerQualityLevelFloatPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class PerQualityLevelFloatPropertyData : TPerQualityLevelPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<TPerQualityLevel<Single>> → TPerQualityLevelPropertyData<Single> → PerQualityLevelFloatPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TPerQualityLevel<float> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PerQualityLevelFloatPropertyData(FName)
public PerQualityLevelFloatPropertyData(FName name)
Parameters
name
FName
PerQualityLevelFloatPropertyData()
public PerQualityLevelFloatPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
PerQualityLevelIntPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class PerQualityLevelIntPropertyData : TPerQualityLevelPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<TPerQualityLevel<Int32>> → TPerQualityLevelPropertyData<Int32> → PerQualityLevelIntPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TPerQualityLevel<int> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PerQualityLevelIntPropertyData(FName)
public PerQualityLevelIntPropertyData(FName name)
Parameters
name
FName
PerQualityLevelIntPropertyData()
public PerQualityLevelIntPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
PlanePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A plane in 3-D space stores the coeffecients as Xx+Yy+Zz=W.
public class PlanePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FPlane]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FPlane> → PlanePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FPlane Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
PlanePropertyData(FName)
public PlanePropertyData(FName name)
Parameters
name
FName
PlanePropertyData()
public PlanePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
QuatPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Floating point quaternion that can represent a rotation about an axis in 3-D space. The X, Y, Z, W components also double as the Axis/Angle format.
public class QuatPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FQuat]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FQuat> → QuatPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FQuat Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
QuatPropertyData(FName)
public QuatPropertyData(FName name)
Parameters
name
FName
QuatPropertyData()
public QuatPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
RawStructPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class RawStructPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Byte[]]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<Byte[]> → RawStructPropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Byte[] Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
RawStructPropertyData(FName)
public RawStructPropertyData(FName name)
Parameters
name
FName
RawStructPropertyData()
public RawStructPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
RichCurveKeyPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class RichCurveKeyPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FRichCurveKey]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FRichCurveKey> → RichCurveKeyPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FRichCurveKey Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
RichCurveKeyPropertyData(FName)
public RichCurveKeyPropertyData(FName name)
Parameters
name
FName
RichCurveKeyPropertyData()
public RichCurveKeyPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
RotatorPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Implements a container for rotation information. All rotation values are stored in degrees.
public class RotatorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FRotator]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FRotator> → RotatorPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FRotator Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
RotatorPropertyData(FName)
public RotatorPropertyData(FName name)
Parameters
name
FName
RotatorPropertyData()
public RotatorPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
ScalarMaterialInputPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class ScalarMaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Single> → MaterialInputPropertyData<Single> → ScalarMaterialInputPropertyData
Implements ICloneable
Fields
Expression
public FPackageIndex Expression;
OutputIndex
public int OutputIndex;
InputName
public FName InputName;
InputNameOld
public FString InputNameOld;
Mask
public int Mask;
MaskR
public int MaskR;
MaskG
public int MaskG;
MaskB
public int MaskB;
MaskA
public int MaskA;
ExpressionName
public FName ExpressionName;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public float Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ScalarMaterialInputPropertyData(FName)
public ScalarMaterialInputPropertyData(FName name)
Parameters
name
FName
ScalarMaterialInputPropertyData()
public ScalarMaterialInputPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
SectionEvaluationDataTreePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class SectionEvaluationDataTreePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FSectionEvaluationDataTree]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSectionEvaluationDataTree> → SectionEvaluationDataTreePropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSectionEvaluationDataTree Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SectionEvaluationDataTreePropertyData(FName)
public SectionEvaluationDataTreePropertyData(FName name)
Parameters
name
FName
SectionEvaluationDataTreePropertyData()
public SectionEvaluationDataTreePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
SkeletalMeshAreaWeightedTriangleSamplerPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class SkeletalMeshAreaWeightedTriangleSamplerPropertyData : WeightedRandomSamplerPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FWeightedRandomSampler> → WeightedRandomSamplerPropertyData → SkeletalMeshAreaWeightedTriangleSamplerPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FWeightedRandomSampler Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SkeletalMeshAreaWeightedTriangleSamplerPropertyData(FName)
public SkeletalMeshAreaWeightedTriangleSamplerPropertyData(FName name)
Parameters
name
FName
SkeletalMeshAreaWeightedTriangleSamplerPropertyData()
public SkeletalMeshAreaWeightedTriangleSamplerPropertyData()
SkeletalMeshSamplingLODBuiltDataPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class SkeletalMeshSamplingLODBuiltDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.SkeletalMeshAreaWeightedTriangleSamplerPropertyData]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<SkeletalMeshAreaWeightedTriangleSamplerPropertyData> → SkeletalMeshSamplingLODBuiltDataPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public SkeletalMeshAreaWeightedTriangleSamplerPropertyData Value { get; set; }
Property Value
SkeletalMeshAreaWeightedTriangleSamplerPropertyData
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SkeletalMeshSamplingLODBuiltDataPropertyData(FName)
public SkeletalMeshSamplingLODBuiltDataPropertyData(FName name)
Parameters
name
FName
SkeletalMeshSamplingLODBuiltDataPropertyData()
public SkeletalMeshSamplingLODBuiltDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
SmartNamePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Special FName struct used within animations.
public class SmartNamePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable
Inheritance Object → PropertyData → SmartNamePropertyData
Implements ICloneable
Fields
DisplayName
The display name of this FSmartName.
public FName DisplayName;
SmartNameID
SmartName::UID_Type - for faster access
public ushort SmartNameID;
TempGUID
Uncertain
public Guid TempGUID;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SmartNamePropertyData(FName)
public SmartNamePropertyData(FName name)
Parameters
name
FName
SmartNamePropertyData()
public SmartNamePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
SoftAssetPathPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class SoftAssetPathPropertyData : SoftObjectPathPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPathPropertyData → SoftAssetPathPropertyData
Implements ICloneable
Fields
Path
Used in older versions of the Unreal Engine.
public FString Path;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SoftAssetPathPropertyData(FName)
public SoftAssetPathPropertyData(FName name)
Parameters
name
FName
SoftAssetPathPropertyData()
public SoftAssetPathPropertyData()
SoftClassPathPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A struct that contains a string reference to a class. Can be used to make soft references to classes.
public class SoftClassPathPropertyData : SoftObjectPathPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPathPropertyData → SoftClassPathPropertyData
Implements ICloneable
Fields
Path
Used in older versions of the Unreal Engine.
public FString Path;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SoftClassPathPropertyData(FName)
public SoftClassPathPropertyData(FName name)
Parameters
name
FName
SoftClassPathPropertyData()
public SoftClassPathPropertyData()
SoftObjectPathPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A struct that contains a string reference to an object, either a top level asset or a subobject. This can be used to make soft references to assets that are loaded on demand. This is stored internally as an FName pointing to the top level asset (/package/path.assetname) and an option a string subobject path.
public class SoftObjectPathPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Objects.FSoftObjectPath]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPathPropertyData
Implements ICloneable
Fields
Path
Used in older versions of the Unreal Engine.
public FString Path;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SoftObjectPathPropertyData(FName)
public SoftObjectPathPropertyData(FName name)
Parameters
name
FName
SoftObjectPathPropertyData()
public SoftObjectPathPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
ToString()
public string ToString()
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
StringAssetReferencePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A struct that contains a string reference to a class. Can be used to make soft references to classes.
public class StringAssetReferencePropertyData : SoftObjectPathPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPathPropertyData → StringAssetReferencePropertyData
Implements ICloneable
Fields
Path
Used in older versions of the Unreal Engine.
public FString Path;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
StringAssetReferencePropertyData(FName)
public StringAssetReferencePropertyData(FName name)
Parameters
name
FName
StringAssetReferencePropertyData()
public StringAssetReferencePropertyData()
StringClassReferencePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class StringClassReferencePropertyData : SoftObjectPathPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPathPropertyData → StringClassReferencePropertyData
Implements ICloneable
Fields
Path
Used in older versions of the Unreal Engine.
public FString Path;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
StringClassReferencePropertyData(FName)
public StringClassReferencePropertyData(FName name)
Parameters
name
FName
StringClassReferencePropertyData()
public StringClassReferencePropertyData()
StringCurveKeyPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class StringCurveKeyPropertyData : UAssetAPI.PropertyTypes.Objects.BasePropertyData`1[[UAssetAPI.PropertyTypes.Structs.FStringCurveKey]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FStringCurveKey> → BasePropertyData<FStringCurveKey> → StringCurveKeyPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FStringCurveKey Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
StringCurveKeyPropertyData(FName)
public StringCurveKeyPropertyData(FName name)
Parameters
name
FName
StringCurveKeyPropertyData()
public StringCurveKeyPropertyData()
StructPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class StructPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Collections.Generic.List`1[[UAssetAPI.PropertyTypes.Objects.PropertyData]]]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
HasCustomStructSerialization
Determines whether or not this particular property has custom serialization within a StructProperty.
public bool HasCustomStructSerialization { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
StructPropertyData(FName)
public StructPropertyData(FName name)
Parameters
name
FName
StructPropertyData(FName, FName)
public StructPropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
StructPropertyData()
public StructPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
DetermineIfSerializeWithCustomStructSerialization(UnrealPackage, PropertySerializationContext, RegistryEntry&)
internal bool DetermineIfSerializeWithCustomStructSerialization(UnrealPackage Asset, PropertySerializationContext serializationContext, RegistryEntry& targetEntry)
Parameters
Asset
UnrealPackage
serializationContext
PropertySerializationContext
targetEntry
RegistryEntry&
Returns
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
TBoxPropertyData
TEvaluationTreeEntryContainer<T>
Namespace: UAssetAPI.PropertyTypes.Structs
public struct TEvaluationTreeEntryContainer<T>
Type Parameters
T
Inheritance Object → ValueType → TEvaluationTreeEntryContainer<T>
Fields
Entries
List of allocated entries for each allocated entry. Should only ever grow, never shrink. Shrinking would cause previously established handles to become invalid. */
public FEntry[] Entries;
Items
Linear array of allocated entry contents. Once allocated, indices are never invalidated until Compact is called. Entries needing more capacity are re-allocated on the end of the array.
public T[] Items;
Constructors
TEvaluationTreeEntryContainer(FEntry[], T[])
TEvaluationTreeEntryContainer(FEntry[] entries, T[] items)
Parameters
entries
FEntry[]
items
T[]
TEvaluationTreeEntryContainer(AssetBinaryReader, Func<T>)
TEvaluationTreeEntryContainer(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
void Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
TimespanPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
Implements a time span. A time span is the difference between two dates and times. For example, the time span between 12:00:00 January 1, 2000 and 18:00:00 January 2, 2000 is 30.0 hours. Time spans are measured in positive or negative ticks depending on whether the difference is measured forward or backward. Each tick has a resolution of 0.1 microseconds (= 100 nanoseconds).
In conjunction with the companion class DateTimePropertyData (DateTime), time spans can be used to perform date and time based arithmetic, such as calculating the difference between two dates or adding a certain amount of time to a given date.
public class TimespanPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.TimeSpan]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<TimeSpan> → TimespanPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public TimeSpan Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
TimespanPropertyData(FName)
public TimespanPropertyData(FName name)
Parameters
name
FName
TimespanPropertyData()
public TimespanPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
HandleCloned(PropertyData)
protected void HandleCloned(PropertyData res)
Parameters
res
PropertyData
TMovieSceneEvaluationTree<T>
Namespace: UAssetAPI.PropertyTypes.Structs
public class TMovieSceneEvaluationTree<T> : FMovieSceneEvaluationTree
Type Parameters
T
Inheritance Object → FMovieSceneEvaluationTree → TMovieSceneEvaluationTree<T>
Fields
Data
Tree data container that corresponds to FMovieSceneEvaluationTreeNode::DataID
public TEvaluationTreeEntryContainer<T> Data;
RootNode
This tree's root node
public FMovieSceneEvaluationTreeNode RootNode;
ChildNodes
Segmented array of all child nodes within this tree (in no particular order)
public TEvaluationTreeEntryContainer<FMovieSceneEvaluationTreeNode> ChildNodes;
Constructors
TMovieSceneEvaluationTree(AssetBinaryReader, Func<T>)
public TMovieSceneEvaluationTree(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
public void Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
TPerPlatformPropertyData
TPerQualityLevelPropertyData
TwoVectorsPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class TwoVectorsPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FTwoVectors]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FTwoVectors> → TwoVectorsPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FTwoVectors Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
TwoVectorsPropertyData(FName)
public TwoVectorsPropertyData(FName name)
Parameters
name
FName
TwoVectorsPropertyData()
public TwoVectorsPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
Vector2DPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A vector in 2-D space composed of components (X, Y) with floating/double point precision.
public class Vector2DPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FVector2D]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FVector2D> → Vector2DPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FVector2D Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Vector2DPropertyData(FName)
public Vector2DPropertyData(FName name)
Parameters
name
FName
Vector2DPropertyData()
public Vector2DPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
Vector2MaterialInputPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class Vector2MaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<Vector2DPropertyData> → MaterialInputPropertyData<Vector2DPropertyData> → Vector2MaterialInputPropertyData
Implements ICloneable
Fields
Expression
public FPackageIndex Expression;
OutputIndex
public int OutputIndex;
InputName
public FName InputName;
InputNameOld
public FString InputNameOld;
Mask
public int Mask;
MaskR
public int MaskR;
MaskG
public int MaskG;
MaskB
public int MaskB;
MaskA
public int MaskA;
ExpressionName
public FName ExpressionName;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public Vector2DPropertyData Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Vector2MaterialInputPropertyData(FName)
public Vector2MaterialInputPropertyData(FName name)
Parameters
name
FName
Vector2MaterialInputPropertyData()
public Vector2MaterialInputPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
Vector3fPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A vector in 3-D space composed of components (X, Y, Z) with floating point precision.
public class Vector3fPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FVector3f]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FVector3f> → Vector3fPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FVector3f Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Vector3fPropertyData(FName)
public Vector3fPropertyData(FName name)
Parameters
name
FName
Vector3fPropertyData()
public Vector3fPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
Vector4fPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A vector in 4-D space composed of components (X, Y, Z, W) with floating point precision.
public class Vector4fPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FVector4f]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FVector4f> → Vector4fPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FVector4f Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Vector4fPropertyData(FName)
public Vector4fPropertyData(FName name)
Parameters
name
FName
Vector4fPropertyData()
public Vector4fPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
Vector4PropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A vector in 4-D space composed of components (X, Y, Z, W) with floating/double point precision.
public class Vector4PropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FVector4]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FVector4> → Vector4PropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FVector4 Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
Vector4PropertyData(FName)
public Vector4PropertyData(FName name)
Parameters
name
FName
Vector4PropertyData()
public Vector4PropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
VectorMaterialInputPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class VectorMaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable
Inheritance Object → PropertyData → PropertyData<VectorPropertyData> → MaterialInputPropertyData<VectorPropertyData> → VectorMaterialInputPropertyData
Implements ICloneable
Fields
Expression
public FPackageIndex Expression;
OutputIndex
public int OutputIndex;
InputName
public FName InputName;
InputNameOld
public FString InputNameOld;
Mask
public int Mask;
MaskR
public int MaskR;
MaskG
public int MaskG;
MaskB
public int MaskB;
MaskA
public int MaskA;
ExpressionName
public FName ExpressionName;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public VectorPropertyData Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
VectorMaterialInputPropertyData(FName)
public VectorMaterialInputPropertyData(FName name)
Parameters
name
FName
VectorMaterialInputPropertyData()
public VectorMaterialInputPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
VectorNetQuantize100PropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class VectorNetQuantize100PropertyData : VectorNetQuantizePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → VectorNetQuantizePropertyData → VectorNetQuantize100PropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
VectorNetQuantize100PropertyData(FName)
public VectorNetQuantize100PropertyData(FName name)
Parameters
name
FName
VectorNetQuantize100PropertyData()
public VectorNetQuantize100PropertyData()
VectorNetQuantize10PropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class VectorNetQuantize10PropertyData : VectorNetQuantizePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → VectorNetQuantizePropertyData → VectorNetQuantize10PropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
VectorNetQuantize10PropertyData(FName)
public VectorNetQuantize10PropertyData(FName name)
Parameters
name
FName
VectorNetQuantize10PropertyData()
public VectorNetQuantize10PropertyData()
VectorNetQuantizeNormalPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class VectorNetQuantizeNormalPropertyData : VectorNetQuantizePropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → VectorNetQuantizePropertyData → VectorNetQuantizeNormalPropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
VectorNetQuantizeNormalPropertyData(FName)
public VectorNetQuantizeNormalPropertyData(FName name)
Parameters
name
FName
VectorNetQuantizeNormalPropertyData()
public VectorNetQuantizeNormalPropertyData()
VectorNetQuantizePropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class VectorNetQuantizePropertyData : StructPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<List<PropertyData>> → StructPropertyData → VectorNetQuantizePropertyData
Implements ICloneable
Fields
StructType
public FName StructType;
SerializeNone
public bool SerializeNone;
StructGUID
public Guid StructGUID;
SerializationControl
public EClassSerializationControlExtension SerializationControl;
Operation
public EOverriddenPropertyOperation Operation;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public List<PropertyData> Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
VectorNetQuantizePropertyData(FName, FName)
public VectorNetQuantizePropertyData(FName name, FName forcedType)
Parameters
name
FName
forcedType
FName
VectorNetQuantizePropertyData(FName)
public VectorNetQuantizePropertyData(FName name)
Parameters
name
FName
VectorNetQuantizePropertyData()
public VectorNetQuantizePropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
VectorPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A vector in 3-D space composed of components (X, Y, Z) with floating/double point precision.
public class VectorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FVector]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FVector> → VectorPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FVector Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
VectorPropertyData(FName)
public VectorPropertyData(FName name)
Parameters
name
FName
VectorPropertyData()
public VectorPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
ViewTargetBlendFunction
Namespace: UAssetAPI.PropertyTypes.Structs
Options that define how to blend when changing view targets in ViewTargetBlendParamsPropertyData.
public enum ViewTargetBlendFunction
Inheritance Object → ValueType → Enum → ViewTargetBlendFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ViewTargetBlendParamsPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A set of parameters to describe how to transition between view targets. Referred to as FViewTargetTransitionParams in the Unreal Engine.
public class ViewTargetBlendParamsPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable
Inheritance Object → PropertyData → ViewTargetBlendParamsPropertyData
Implements ICloneable
Fields
BlendTime
public float BlendTime;
BlendFunction
public ViewTargetBlendFunction BlendFunction;
BlendExp
public float BlendExp;
bLockOutgoing
public bool bLockOutgoing;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
ViewTargetBlendParamsPropertyData(FName)
public ViewTargetBlendParamsPropertyData(FName name)
Parameters
name
FName
ViewTargetBlendParamsPropertyData()
public ViewTargetBlendParamsPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
WeightedRandomSamplerPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
public class WeightedRandomSamplerPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FWeightedRandomSampler]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FWeightedRandomSampler> → WeightedRandomSamplerPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FWeightedRandomSampler Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
WeightedRandomSamplerPropertyData(FName)
public WeightedRandomSamplerPropertyData(FName name)
Parameters
name
FName
WeightedRandomSamplerPropertyData()
public WeightedRandomSamplerPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
FromString(String[], UAsset)
public void FromString(String[] d, UAsset asset)
Parameters
d
String[]
asset
UAsset
ToString()
public string ToString()
Returns
SkeletalMeshSamplingRegionBuiltDataPropertyData
Namespace: UAssetAPI.StructTypes
public class SkeletalMeshSamplingRegionBuiltDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FSkeletalMeshSamplingRegionBuiltData]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSkeletalMeshSamplingRegionBuiltData> → SkeletalMeshSamplingRegionBuiltDataPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSkeletalMeshSamplingRegionBuiltData Value { get; set; }
Property Value
FSkeletalMeshSamplingRegionBuiltData
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SkeletalMeshSamplingRegionBuiltDataPropertyData(FName)
public SkeletalMeshSamplingRegionBuiltDataPropertyData(FName name)
Parameters
name
FName
SkeletalMeshSamplingRegionBuiltDataPropertyData()
public SkeletalMeshSamplingRegionBuiltDataPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
Comparer2<T>
Namespace: UAssetAPI.UnrealTypes
public class Comparer2<T> : , System.Collections.IComparer,
Type Parameters
T
Inheritance Object → Comparer<T> → Comparer2<T>
Implements IComparer, IComparer<T>
Constructors
Comparer2(Comparison<T>)
public Comparer2(Comparison<T> comparison)
Parameters
comparison
Comparison<T>
Methods
Compare(T, T)
public int Compare(T arg1, T arg2)
Parameters
arg1
T
arg2
T
Returns
DictionaryEnumerator<TKey, TValue>
Namespace: UAssetAPI.UnrealTypes
public class DictionaryEnumerator<TKey, TValue> : System.Collections.IDictionaryEnumerator, System.Collections.IEnumerator, System.IDisposable
Type Parameters
TKey
TValue
Inheritance Object → DictionaryEnumerator<TKey, TValue>
Implements IDictionaryEnumerator, IEnumerator, IDisposable
Properties
Entry
public DictionaryEntry Entry { get; }
Property Value
Key
public object Key { get; }
Property Value
Value
public object Value { get; }
Property Value
Current
public object Current { get; }
Property Value
Constructors
DictionaryEnumerator(IDictionary<TKey, TValue>)
public DictionaryEnumerator(IDictionary<TKey, TValue> value)
Parameters
value
IDictionary<TKey, TValue>
Methods
Dispose()
public void Dispose()
Reset()
public void Reset()
MoveNext()
public bool MoveNext()
Returns
EAxis
Namespace: UAssetAPI.UnrealTypes
public enum EAxis
Inheritance Object → ValueType → Enum → EAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EClassFlags
Namespace: UAssetAPI.UnrealTypes
Flags describing a class.
public enum EClassFlags
Inheritance Object → ValueType → Enum → EClassFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
CLASS_None | 0 | No Flags |
CLASS_Abstract | 1 | Class is abstract and can't be instantiated directly. |
CLASS_DefaultConfig | 2 | Save object configuration only to Default INIs, never to local INIs. Must be combined with CLASS_Config |
CLASS_Config | 4 | Load object configuration at construction time. |
CLASS_Transient | 8 | This object type can't be saved; null it out at save time. |
CLASS_Parsed | 16 | Successfully parsed. |
CLASS_MatchedSerializers | 32 | ??? |
CLASS_ProjectUserConfig | 64 | Indicates that the config settings for this class will be saved to Project/User*.ini (similar to CLASS_GlobalUserConfig) |
CLASS_Native | 128 | Class is a native class - native interfaces will have CLASS_Native set, but not RF_MarkAsNative |
CLASS_NoExport | 256 | Don't export to C++ header. |
CLASS_NotPlaceable | 512 | Do not allow users to create in the editor. |
CLASS_PerObjectConfig | 1024 | Handle object configuration on a per-object basis, rather than per-class. |
CLASS_ReplicationDataIsSetUp | 2048 | Whether SetUpRuntimeReplicationData still needs to be called for this class |
CLASS_EditInlineNew | 4096 | Class can be constructed from editinline New button. |
CLASS_CollapseCategories | 8192 | Display properties in the editor without using categories. |
CLASS_Interface | 16384 | Class is an interface |
CLASS_CustomConstructor | 32768 | Do not export a constructor for this class, assuming it is in the cpptext |
CLASS_Const | 65536 | All properties and functions in this class are const and should be exported as const |
CLASS_LayoutChanging | 131072 | Class flag indicating the class is having its layout changed, and therefore is not ready for a CDO to be created |
CLASS_CompiledFromBlueprint | 262144 | Indicates that the class was created from blueprint source material |
CLASS_MinimalAPI | 524288 | Indicates that only the bare minimum bits of this class should be DLL exported/imported |
CLASS_RequiredAPI | 1048576 | Indicates this class must be DLL exported/imported (along with all of it's members) |
CLASS_DefaultToInstanced | 2097152 | Indicates that references to this class default to instanced. Used to be subclasses of UComponent, but now can be any UObject |
CLASS_TokenStreamAssembled | 4194304 | Indicates that the parent token stream has been merged with ours. |
CLASS_HasInstancedReference | 8388608 | Class has component properties. |
CLASS_Hidden | 16777216 | Don't show this class in the editor class browser or edit inline new menus. |
CLASS_Deprecated | 33554432 | Don't save objects of this class when serializing |
CLASS_HideDropDown | 67108864 | Class not shown in editor drop down for class selection |
CLASS_GlobalUserConfig | 134217728 | Class settings are saved to AppData/..../Blah.ini (as opposed to CLASS_DefaultConfig) |
CLASS_Intrinsic | 268435456 | Class was declared directly in C++ and has no boilerplate generated by UnrealHeaderTool |
CLASS_Constructed | 536870912 | Class has already been constructed (maybe in a previous DLL version before hot-reload). |
CLASS_ConfigDoNotCheckDefaults | 1073741824 | Indicates that object configuration will not check against ini base/defaults when serialized |
CLASS_NewerVersionExists | 2147483648 | Class has been consigned to oblivion as part of a blueprint recompile, and a newer version currently exists. |
EFontHinting
Namespace: UAssetAPI.UnrealTypes
public enum EFontHinting
Inheritance Object → ValueType → Enum → EFontHinting
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFontLoadingPolicy
Namespace: UAssetAPI.UnrealTypes
public enum EFontLoadingPolicy
Inheritance Object → ValueType → Enum → EFontLoadingPolicy
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFunctionFlags
Namespace: UAssetAPI.UnrealTypes
Flags describing a function.
public enum EFunctionFlags
Inheritance Object → ValueType → Enum → EFunctionFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInterpCurveMode
Namespace: UAssetAPI.UnrealTypes
public enum EInterpCurveMode
Inheritance Object → ValueType → Enum → EInterpCurveMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMappedNameType
Namespace: UAssetAPI.UnrealTypes
public enum EMappedNameType
Inheritance Object → ValueType → Enum → EMappedNameType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EngineVersion
Namespace: UAssetAPI.UnrealTypes
An enum used to represent all retail versions of the Unreal Engine. Each version entry represents a particular ObjectVersion, a particular ObjectVersionUE5, and the default set of all applicable CustomVersion enum values.
public enum EngineVersion
Inheritance Object → ValueType → Enum → EngineVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
VER_UE4_0 | 2 | 4.0 |
VER_UE4_1 | 3 | 4.1 |
VER_UE4_2 | 4 | 4.2 |
VER_UE4_3 | 5 | 4.3 |
VER_UE4_4 | 6 | 4.4 |
VER_UE4_5 | 7 | 4.5 |
VER_UE4_6 | 8 | 4.6 |
VER_UE4_7 | 9 | 4.7 |
VER_UE4_8 | 10 | 4.8 |
VER_UE4_9 | 11 | 4.9 |
VER_UE4_10 | 12 | 4.10 |
VER_UE4_11 | 13 | 4.11 |
VER_UE4_12 | 14 | 4.12 |
VER_UE4_13 | 15 | 4.13 |
VER_UE4_14 | 16 | 4.14 |
VER_UE4_15 | 17 | 4.15 |
VER_UE4_16 | 18 | 4.16 |
VER_UE4_17 | 19 | 4.17 |
VER_UE4_18 | 20 | 4.18 |
VER_UE4_19 | 21 | 4.19 |
VER_UE4_20 | 22 | 4.20 |
VER_UE4_21 | 23 | 4.21 |
VER_UE4_22 | 24 | 4.22 |
VER_UE4_23 | 25 | 4.23 |
VER_UE4_24 | 26 | 4.24 |
VER_UE4_25 | 27 | 4.25 |
VER_UE4_26 | 28 | 4.26 |
VER_UE4_27 | 29 | 4.27 |
VER_UE5_0EA | 30 | 5.0EA |
VER_UE5_0 | 31 | 5.0 |
VER_UE5_1 | 32 | 5.1 |
VER_UE5_2 | 33 | 5.2 |
VER_UE5_3 | 34 | 5.3 |
VER_UE5_4 | 35 | 5.4 |
VER_UE4_AUTOMATIC_VERSION | 35 | The newest specified version of the Unreal Engine. |
EObjectDataResourceFlags
Namespace: UAssetAPI.UnrealTypes
public enum EObjectDataResourceFlags
Inheritance Object → ValueType → Enum → EObjectDataResourceFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EObjectDataResourceVersion
Namespace: UAssetAPI.UnrealTypes
public enum EObjectDataResourceVersion
Inheritance Object → ValueType → Enum → EObjectDataResourceVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EObjectFlags
Namespace: UAssetAPI.UnrealTypes
Flags describing an object instance
public enum EObjectFlags
Inheritance Object → ValueType → Enum → EObjectFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPackageFlags
Namespace: UAssetAPI.UnrealTypes
Package flags, passed into UPackage::SetPackageFlags and related functions in the Unreal Engine
public enum EPackageFlags
Inheritance Object → ValueType → Enum → EPackageFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
PKG_None | 0 | No flags |
PKG_NewlyCreated | 1 | Newly created package, not saved yet. In editor only. |
PKG_ClientOptional | 2 | Purely optional for clients. |
PKG_ServerSideOnly | 4 | Only needed on the server side. |
PKG_CompiledIn | 16 | This package is from "compiled in" classes. |
PKG_ForDiffing | 32 | This package was loaded just for the purposes of diffing |
PKG_EditorOnly | 64 | This is editor-only package (for example: editor module script package) |
PKG_Developer | 128 | Developer module |
PKG_UncookedOnly | 256 | Loaded only in uncooked builds (i.e. runtime in editor) |
PKG_Cooked | 512 | Package is cooked |
PKG_ContainsNoAsset | 1024 | Package doesn't contain any asset object (although asset tags can be present) |
PKG_UnversionedProperties | 8192 | Uses unversioned property serialization instead of versioned tagged property serialization |
PKG_ContainsMapData | 16384 | Contains map data (UObjects only referenced by a single ULevel) but is stored in a different package |
PKG_Compiling | 65536 | package is currently being compiled |
PKG_ContainsMap | 131072 | Set if the package contains a ULevel/ UWorld object |
PKG_RequiresLocalizationGather | 262144 | ??? |
PKG_PlayInEditor | 1048576 | Set if the package was created for the purpose of PIE |
PKG_ContainsScript | 2097152 | Package is allowed to contain UClass objects |
PKG_DisallowExport | 4194304 | Editor should not export asset in this package |
PKG_DynamicImports | 268435456 | This package should resolve dynamic imports from its export at runtime. |
PKG_RuntimeGenerated | 536870912 | This package contains elements that are runtime generated, and may not follow standard loading order rules |
PKG_ReloadingForCooker | 1073741824 | This package is reloading in the cooker, try to avoid getting data we will never need. We won't save this package. |
PKG_FilterEditorOnly | 2147483648 | Package has editor-only data filtered out |
EPackageObjectIndexType
Namespace: UAssetAPI.UnrealTypes
public enum EPackageObjectIndexType
Inheritance Object → ValueType → Enum → EPackageObjectIndexType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPropertyFlags
Namespace: UAssetAPI.UnrealTypes
Flags associated with each property in a class, overriding the property's default behavior.
public enum EPropertyFlags
Inheritance Object → ValueType → Enum → EPropertyFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
CPF_Edit | 1 | Property is user-settable in the editor. |
CPF_ConstParm | 2 | This is a constant function parameter |
CPF_BlueprintVisible | 4 | This property can be read by blueprint code |
CPF_ExportObject | 8 | Object can be exported with actor. |
CPF_BlueprintReadOnly | 16 | This property cannot be modified by blueprint code |
CPF_Net | 32 | Property is relevant to network replication. |
CPF_EditFixedSize | 64 | Indicates that elements of an array can be modified, but its size cannot be changed. |
CPF_Parm | 128 | Function/When call parameter. |
CPF_OutParm | 256 | Value is copied out after function call. |
CPF_ZeroConstructor | 512 | memset is fine for construction |
CPF_ReturnParm | 1024 | Return value. |
CPF_DisableEditOnTemplate | 2048 | Disable editing of this property on an archetype/sub-blueprint |
CPF_Transient | 8192 | Property is transient: shouldn't be saved or loaded, except for Blueprint CDOs. |
CPF_Config | 16384 | Property should be loaded/saved as permanent profile. |
CPF_DisableEditOnInstance | 65536 | Disable editing on an instance of this class |
CPF_EditConst | 131072 | Property is uneditable in the editor. |
CPF_GlobalConfig | 262144 | Load config from base class, not subclass. |
CPF_InstancedReference | 524288 | Property is a component references. |
CPF_DuplicateTransient | 2097152 | Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.) |
CPF_SaveGame | 16777216 | Property should be serialized for save games, this is only checked for game-specific archives with ArIsSaveGame |
CPF_NoClear | 33554432 | Hide clear (and browse) button. |
CPF_ReferenceParm | 134217728 | Value is passed by reference; CPF_OutParam and CPF_Param should also be set. |
CPF_BlueprintAssignable | 268435456 | MC Delegates only. Property should be exposed for assigning in blueprint code |
CPF_Deprecated | 536870912 | Property is deprecated. Read it from an archive, but don't save it. |
CPF_IsPlainOldData | 1073741824 | If this is set, then the property can be memcopied instead of CopyCompleteValue / CopySingleValue |
CPF_RepSkip | 2147483648 | Not replicated. For non replicated properties in replicated structs |
CPF_RepNotify | 4294967296 | Notify actors when a property is replicated |
CPF_Interp | 8589934592 | interpolatable property for use with matinee |
CPF_NonTransactional | 17179869184 | Property isn't transacted |
CPF_EditorOnly | 34359738368 | Property should only be loaded in the editor |
CPF_NoDestructor | 68719476736 | No destructor |
CPF_AutoWeak | 274877906944 | Only used for weak pointers, means the export type is autoweak |
CPF_ContainsInstancedReference | 549755813888 | Property contains component references. |
CPF_AssetRegistrySearchable | 1099511627776 | asset instances will add properties with this flag to the asset registry automatically |
CPF_SimpleDisplay | 2199023255552 | The property is visible by default in the editor details view |
CPF_AdvancedDisplay | 4398046511104 | The property is advanced and not visible by default in the editor details view |
CPF_Protected | 8796093022208 | property is protected from the perspective of script |
CPF_BlueprintCallable | 17592186044416 | MC Delegates only. Property should be exposed for calling in blueprint code |
CPF_BlueprintAuthorityOnly | 35184372088832 | MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly. |
CPF_TextExportTransient | 70368744177664 | Property shouldn't be exported to text format (e.g. copy/paste) |
CPF_NonPIEDuplicateTransient | 140737488355328 | Property should only be copied in PIE |
CPF_ExposeOnSpawn | 281474976710656 | Property is exposed on spawn |
CPF_PersistentInstance | 562949953421312 | A object referenced by the property is duplicated like a component. (Each actor should have an own instance.) |
CPF_UObjectWrapper | 1125899906842624 | Property was parsed as a wrapper class like TSubclassOf T, FScriptInterface etc., rather than a USomething* |
CPF_HasGetValueTypeHash | 2251799813685248 | This property can generate a meaningful hash value. |
CPF_NativeAccessSpecifierPublic | 4503599627370496 | Public native access specifier |
CPF_NativeAccessSpecifierProtected | 9007199254740992 | Protected native access specifier |
CPF_NativeAccessSpecifierPrivate | 18014398509481984 | Private native access specifier |
CPF_SkipSerialization | 36028797018963968 | Property shouldn't be serialized, can still be exported to text |
ERangeBoundTypes
Namespace: UAssetAPI.UnrealTypes
public enum ERangeBoundTypes
Inheritance Object → ValueType → Enum → ERangeBoundTypes
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
FFieldPath
Namespace: UAssetAPI.UnrealTypes
public class FFieldPath
Inheritance Object → FFieldPath
Fields
Path
Path to the FField object from the innermost FField to the outermost UObject (UPackage)
public FName[] Path;
ResolvedOwner
The cached owner of this field.
public FPackageIndex ResolvedOwner;
Constructors
FFieldPath(FName[], FPackageIndex)
public FFieldPath(FName[] path, FPackageIndex resolvedOwner)
Parameters
path
FName[]
resolvedOwner
FPackageIndex
FFieldPath()
public FFieldPath()
FFieldPath(AssetBinaryReader)
public FFieldPath(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FFontCharacter
Namespace: UAssetAPI.UnrealTypes
This struct is serialized using native serialization so any changes to it require a package version bump.
public struct FFontCharacter
Inheritance Object → ValueType → FFontCharacter
Fields
StartU
public int StartU;
StartV
public int StartV;
USize
public int USize;
VSize
public int VSize;
TextureIndex
public byte TextureIndex;
VerticalOffset
public int VerticalOffset;
Constructors
FFontCharacter(AssetBinaryReader)
FFontCharacter(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FFontData
Namespace: UAssetAPI.UnrealTypes
public class FFontData
Inheritance Object → FFontData
Fields
LocalFontFaceAsset
public FPackageIndex LocalFontFaceAsset;
FontFilename
public FString FontFilename;
Hinting
public EFontHinting Hinting;
LoadingPolicy
public EFontLoadingPolicy LoadingPolicy;
SubFaceIndex
public int SubFaceIndex;
bIsCooked
public bool bIsCooked;
Constructors
FFontData()
public FFontData()
FFontData(AssetBinaryReader)
public FFontData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FFrameNumber
Namespace: UAssetAPI.UnrealTypes
public struct FFrameNumber
Inheritance Object → ValueType → FFrameNumber
Fields
Value
public int Value;
Constructors
FFrameNumber(Int32)
FFrameNumber(int value)
Parameters
value
Int32
FFrameNumber(AssetBinaryReader)
FFrameNumber(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FFrameRate
Namespace: UAssetAPI.UnrealTypes
public struct FFrameRate
Inheritance Object → ValueType → FFrameRate
Fields
Numerator
public int Numerator;
Denominator
public int Denominator;
Constructors
FFrameRate()
FFrameRate()
FFrameRate(Int32, Int32)
FFrameRate(int numerator, int denominator)
Parameters
numerator
Int32
denominator
Int32
FFrameRate(AssetBinaryReader)
FFrameRate(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
ToString()
string ToString()
Returns
TryParse(String, FFrameRate&)
bool TryParse(string s, FFrameRate& result)
Parameters
s
String
result
FFrameRate&
Returns
FFrameTime
Namespace: UAssetAPI.UnrealTypes
public struct FFrameTime
Inheritance Object → ValueType → FFrameTime
Fields
FrameNumber
public FFrameNumber FrameNumber;
SubFrame
public float SubFrame;
Constructors
FFrameTime()
FFrameTime()
FFrameTime(FFrameNumber, Single)
FFrameTime(FFrameNumber frameNumber, float subFrame)
Parameters
frameNumber
FFrameNumber
subFrame
Single
FFrameTime(AssetBinaryReader)
FFrameTime(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FGatherableTextData
Namespace: UAssetAPI.UnrealTypes
Gatherable text data item
public struct FGatherableTextData
Inheritance Object → ValueType → FGatherableTextData
Properties
NamespaceName
public FString NamespaceName { get; set; }
Property Value
SourceData
public FTextSourceData SourceData { get; set; }
Property Value
SourceSiteContexts
public List<FTextSourceSiteContext> SourceSiteContexts { get; set; }
Property Value
FIntVector
Namespace: UAssetAPI.UnrealTypes
Structure for integer vectors in 3-d space.
public struct FIntVector
Inheritance Object → ValueType → FIntVector
Implements ICloneable
Fields
X
public int X;
Y
public int Y;
Z
public int Z;
Constructors
FIntVector(Int32, Int32, Int32)
FIntVector(int x, int y, int z)
Parameters
x
Int32
y
Int32
z
Int32
FIntVector(AssetBinaryReader)
FIntVector(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
Clone()
object Clone()
Returns
FLinearColor
Namespace: UAssetAPI.UnrealTypes
A linear, 32-bit/component floating point RGBA color.
public struct FLinearColor
Inheritance Object → ValueType → FLinearColor
Implements ICloneable
Fields
R
public float R;
G
public float G;
B
public float B;
A
public float A;
Constructors
FLinearColor(Single, Single, Single, Single)
FLinearColor(float R, float G, float B, float A)
Parameters
R
Single
G
Single
B
Single
A
Single
FLinearColor(AssetBinaryReader)
FLinearColor(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Clone()
object Clone()
Returns
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FLocMetadataObject
Namespace: UAssetAPI.UnrealTypes
public class FLocMetadataObject
Inheritance Object → FLocMetadataObject
Properties
Values
public List<FLocMetadataValue> Values { get; set; }
Property Value
Constructors
FLocMetadataObject()
public FLocMetadataObject()
FMatrix
Namespace: UAssetAPI.UnrealTypes
4x4 matrix of floating point values.
public struct FMatrix
Inheritance Object → ValueType → FMatrix
Fields
XPlane
public FPlane XPlane;
YPlane
public FPlane YPlane;
ZPlane
public FPlane ZPlane;
WPlane
public FPlane WPlane;
Constructors
FMatrix(FPlane, FPlane, FPlane, FPlane)
FMatrix(FPlane xPlane, FPlane yPlane, FPlane zPlane, FPlane wPlane)
Parameters
xPlane
FPlane
yPlane
FPlane
zPlane
FPlane
wPlane
FPlane
FMatrix(AssetBinaryReader)
FMatrix(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FName
Namespace: UAssetAPI.UnrealTypes
Unreal name - consists of an FString (which is serialized as an index in the name map) and an instance number
public class FName : System.ICloneable
Inheritance Object → FName
Implements ICloneable
Fields
Number
Instance number.
public int Number;
Type
The type of this FName; i.e. whether it points to a package-level name table, container-level name table, or global name table. This value is always EMappedNameType.Package for non-Zen assets.
public EMappedNameType Type;
Asset
The asset that this FName is bound to.
public INameMap Asset;
Properties
Value
public FString Value { get; set; }
Property Value
IsDummy
public bool IsDummy { get; }
Property Value
IsGlobal
Does this FName point into the global name table? This value is always false for non-Zen assets.
public bool IsGlobal { get; }
Property Value
Constructors
FName(INameMap, String, Int32)
Creates a new FName instance.
public FName(INameMap asset, string value, int number)
Parameters
asset
INameMap
The asset that this FName is bound to.
value
String
The string literal that the new FName's value will be, verbatim.
number
Int32
The instance number of the new FName.
FName(INameMap, FString, Int32)
Creates a new FName instance.
public FName(INameMap asset, FString value, int number)
Parameters
asset
INameMap
The asset that this FName is bound to.
value
FString
The FString that the FName's value will be, verbatim.
number
Int32
The instance number of the new FName.
FName(INameMap, Int32, Int32)
Creates a new FName instance.
public FName(INameMap asset, int index, int number)
Parameters
asset
INameMap
The asset that this FName is bound to.
index
Int32
The index that this FName's value will be.
number
Int32
The instance number of the new FName.
FName(INameMap)
Creates a new blank FName instance.
public FName(INameMap asset)
Parameters
asset
INameMap
The asset that this FName is bound to.
FName()
Creates a new blank FName instance, with no asset bound to it. An asset must be bound to this FName before setting its value.
public FName()
Methods
ToString()
Converts this FName instance into a human-readable string. This is the inverse of FName.FromString(INameMap, String).
public string ToString()
Returns
String
The human-readable string that represents this FName.
FromStringFragments(INameMap, String, String&, Int32&)
internal static void FromStringFragments(INameMap asset, string val, String& str, Int32& num)
Parameters
asset
INameMap
val
String
str
String&
num
Int32&
IsFromStringValid(INameMap, String)
public static bool IsFromStringValid(INameMap asset, string val)
Parameters
asset
INameMap
val
String
Returns
FromString(INameMap, String)
Converts a human-readable string into an FName instance. This is the inverse of FName.ToString().
public static FName FromString(INameMap asset, string val)
Parameters
asset
INameMap
The asset that the new FName will be bound to.
val
String
The human-readable string to convert into an FName instance.
Returns
FName
An FName instance that this string represents.
Transfer(INameMap)
Creates a new FName with the same string value and number as the current instance but is bound to a different asset.
public FName Transfer(INameMap newAsset)
Parameters
newAsset
INameMap
The asset to bound the new FName to.
Returns
FName
An equivalent FName bound to a different asset.
DefineDummy(INameMap, FString, Int32)
Creates a new dummy FName. This can be used for cases where a valid FName must be produced without referencing a specific asset's name map.
USE WITH CAUTION! UAssetAPI must never attempt to serialize a dummy FName to disk.
public static FName DefineDummy(INameMap asset, FString val, int number)
Parameters
asset
INameMap
The asset that this FName is bound to.
val
FString
The FString that the FName's value will be, verbatim.
number
Int32
The instance number of the new FName.
Returns
FName
A dummy FName instance that represents the string.
DefineDummy(INameMap, String, Int32)
Creates a new dummy FName. This can be used for cases where a valid FName must be produced without referencing a specific asset's name map.
USE WITH CAUTION! UAssetAPI must never attempt to serialize a dummy FName to disk.
public static FName DefineDummy(INameMap asset, string val, int number)
Parameters
asset
INameMap
The asset that this FName is bound to.
val
String
The string literal that the FName's value will be, verbatim.
number
Int32
The instance number of the new FName.
Returns
FName
A dummy FName instance that represents the string.
Equals(Object)
public bool Equals(object obj)
Parameters
obj
Object
Returns
GetHashCode()
public int GetHashCode()
Returns
Clone()
public object Clone()
Returns
FNiagaraDataInterfaceGeneratedFunction
Namespace: UAssetAPI.UnrealTypes
public class FNiagaraDataInterfaceGeneratedFunction
Inheritance Object → FNiagaraDataInterfaceGeneratedFunction
Fields
DefinitionName
public FName DefinitionName;
InstanceName
public FString InstanceName;
Specifiers
public ValueTuple`2[] Specifiers;
Constructors
FNiagaraDataInterfaceGeneratedFunction(AssetBinaryReader)
public FNiagaraDataInterfaceGeneratedFunction(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FNiagaraDataInterfaceGPUParamInfo
Namespace: UAssetAPI.UnrealTypes
public class FNiagaraDataInterfaceGPUParamInfo
Inheritance Object → FNiagaraDataInterfaceGPUParamInfo
Fields
DataInterfaceHLSLSymbol
public FString DataInterfaceHLSLSymbol;
DIClassName
public FString DIClassName;
GeneratedFunctions
public FNiagaraDataInterfaceGeneratedFunction[] GeneratedFunctions;
Constructors
FNiagaraDataInterfaceGPUParamInfo()
public FNiagaraDataInterfaceGPUParamInfo()
FNiagaraDataInterfaceGPUParamInfo(AssetBinaryReader)
public FNiagaraDataInterfaceGPUParamInfo(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FObjectDataResource
Namespace: UAssetAPI.UnrealTypes
UObject binary/bulk data resource type.
public struct FObjectDataResource
Inheritance Object → ValueType → FObjectDataResource
Fields
Flags
public EObjectDataResourceFlags Flags;
SerialOffset
public long SerialOffset;
DuplicateSerialOffset
public long DuplicateSerialOffset;
SerialSize
public long SerialSize;
RawSize
public long RawSize;
OuterIndex
public FPackageIndex OuterIndex;
LegacyBulkDataFlags
public uint LegacyBulkDataFlags;
Constructors
FObjectDataResource(EObjectDataResourceFlags, Int64, Int64, Int64, Int64, FPackageIndex, UInt32)
FObjectDataResource(EObjectDataResourceFlags Flags, long SerialOffset, long DuplicateSerialOffset, long SerialSize, long RawSize, FPackageIndex OuterIndex, uint LegacyBulkDataFlags)
Parameters
Flags
EObjectDataResourceFlags
SerialOffset
Int64
DuplicateSerialOffset
Int64
SerialSize
Int64
RawSize
Int64
OuterIndex
FPackageIndex
LegacyBulkDataFlags
UInt32
FObjectThumbnail
Namespace: UAssetAPI.UnrealTypes
Unreal Object Thumbnail - Thumbnail image data for an object.
public class FObjectThumbnail
Inheritance Object → FObjectThumbnail
Fields
Width
Thumbnail width
public int Width;
Height
Thumbnail height
public int Height;
CompressedImageData
Compressed image data bytes
public Byte[] CompressedImageData;
ImageData
Image data bytes
public Byte[] ImageData;
Constructors
FObjectThumbnail()
public FObjectThumbnail()
FPackageIndex
Namespace: UAssetAPI.UnrealTypes
Wrapper for index into an ImportMap or ExportMap.
Values greater than zero indicate that this is an index into the ExportMap. The actual array index will be (FPackageIndex - 1).
Values less than zero indicate that this is an index into the ImportMap. The actual array index will be (-FPackageIndex - 1)
public class FPackageIndex
Inheritance Object → FPackageIndex
Fields
Index
Values greater than zero indicate that this is an index into the ExportMap. The actual array index will be (FPackageIndex - 1).
Values less than zero indicate that this is an index into the ImportMap. The actual array index will be (-FPackageIndex - 1)
public int Index;
Constructors
FPackageIndex(Int32)
public FPackageIndex(int index)
Parameters
index
Int32
FPackageIndex(AssetBinaryReader)
public FPackageIndex(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
FromRawIndex(Int32)
Returns an FPackageIndex based off of the index provided. Equivalent to FPackageIndex.FPackageIndex(Int32).
public static FPackageIndex FromRawIndex(int index)
Parameters
index
Int32
The index to create a new FPackageIndex with.
Returns
FPackageIndex
A new FPackageIndex with the index provided.
IsImport()
Returns true if this is an index into the import map.
public bool IsImport()
Returns
Boolean
true if this is an index into the import map, false otherwise
IsExport()
Returns true if this is an index into the export map.
public bool IsExport()
Returns
Boolean
true if this is an index into the export map, false otherwise
IsNull()
Return true if this represents null (i.e. neither an import nor an export)
public bool IsNull()
Returns
Boolean
true if this index represents null, false otherwise
FromImport(Int32)
Creates a FPackageIndex from an index in the import map.
public static FPackageIndex FromImport(int importIndex)
Parameters
importIndex
Int32
An import index to create an FPackageIndex from.
Returns
FPackageIndex
An FPackageIndex created from the import index.
Exceptions
InvalidOperationException
Thrown when the provided import index is less than zero.
FromExport(Int32)
Creates a FPackageIndex from an index in the export map.
public static FPackageIndex FromExport(int exportIndex)
Parameters
exportIndex
Int32
An export index to create an FPackageIndex from.
Returns
FPackageIndex
An FPackageIndex created from the export index.
Exceptions
InvalidOperationException
Thrown when the provided export index is less than zero.
ToImport(UnrealPackage)
Check that this is an import index and return the corresponding import.
public Import ToImport(UnrealPackage asset)
Parameters
asset
UnrealPackage
The asset that this index is used in.
Returns
Import
The import that this index represents in the import map.
Exceptions
InvalidOperationException
Thrown when this is not an index into the import map.
ToExport(UnrealPackage)
Check that this is an export index and return the corresponding export.
public Export ToExport(UnrealPackage asset)
Parameters
asset
UnrealPackage
The asset that this index is used in.
Returns
Export
The export that this index represents in the the export map.
Exceptions
InvalidOperationException
Thrown when this is not an index into the export map.
ToExport<T>(UnrealPackage)
public T ToExport<T>(UnrealPackage asset)
Type Parameters
T
Parameters
asset
UnrealPackage
Returns
T
Equals(Object)
public bool Equals(object obj)
Parameters
obj
Object
Returns
GetHashCode()
public int GetHashCode()
Returns
ToString()
public string ToString()
Returns
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FPackageObjectIndex
Namespace: UAssetAPI.UnrealTypes
public struct FPackageObjectIndex
Inheritance Object → ValueType → FPackageObjectIndex
Fields
Type
public EPackageObjectIndexType Type;
Hash
public ulong Hash;
Invalid
public static ulong Invalid;
Properties
Export
public uint Export { get; set; }
Property Value
ImportedPackageIndex
public uint ImportedPackageIndex { get; set; }
Property Value
ImportedPublicExportHashIndex
public uint ImportedPublicExportHashIndex { get; set; }
Property Value
IsNull
public bool IsNull { get; }
Property Value
IsExport
public bool IsExport { get; }
Property Value
IsImport
public bool IsImport { get; }
Property Value
IsScriptImport
public bool IsScriptImport { get; }
Property Value
IsPackageImport
public bool IsPackageImport { get; }
Property Value
Methods
ToFPackageIndex(ZenAsset)
FPackageIndex ToFPackageIndex(ZenAsset asset)
Parameters
asset
ZenAsset
Returns
ToImport(ZenAsset)
Import ToImport(ZenAsset asset)
Parameters
asset
ZenAsset
Returns
GetHashCode()
int GetHashCode()
Returns
Equals(Object)
bool Equals(object obj)
Parameters
obj
Object
Returns
Unpack(UInt64)
FPackageObjectIndex Unpack(ulong packed)
Parameters
packed
UInt64
Returns
Pack(EPackageObjectIndexType, UInt64)
ulong Pack(EPackageObjectIndexType typ, ulong hash)
Parameters
hash
UInt64
Returns
Pack(FPackageObjectIndex)
ulong Pack(FPackageObjectIndex unpacked)
Parameters
unpacked
FPackageObjectIndex
Returns
Read(UnrealBinaryReader)
FPackageObjectIndex Read(UnrealBinaryReader reader)
Parameters
reader
UnrealBinaryReader
Returns
Write(UnrealBinaryWriter, EPackageObjectIndexType, UInt64)
int Write(UnrealBinaryWriter writer, EPackageObjectIndexType typ, ulong hash)
Parameters
writer
UnrealBinaryWriter
hash
UInt64
Returns
Write(UnrealBinaryWriter)
int Write(UnrealBinaryWriter writer)
Parameters
writer
UnrealBinaryWriter
Returns
FPlane
Namespace: UAssetAPI.UnrealTypes
Structure for three dimensional planes. Stores the coeffecients as Xx+Yy+Zz=W. This is different from many other Plane classes that use Xx+Yy+Zz+W=0.
public struct FPlane
Inheritance Object → ValueType → FPlane
Properties
X
The plane's X-component.
public double X { get; set; }
Property Value
XFloat
public float XFloat { get; }
Property Value
Y
The plane's Y-component.
public double Y { get; set; }
Property Value
YFloat
public float YFloat { get; }
Property Value
Z
The plane's Z-component.
public double Z { get; set; }
Property Value
ZFloat
public float ZFloat { get; }
Property Value
W
The plane's W-component.
public double W { get; set; }
Property Value
WFloat
public float WFloat { get; }
Property Value
Constructors
FPlane(Double, Double, Double, Double)
FPlane(double x, double y, double z, double w)
Parameters
x
Double
y
Double
z
Double
w
Double
FPlane(Single, Single, Single, Single)
FPlane(float x, float y, float z, float w)
Parameters
x
Single
y
Single
z
Single
w
Single
FPlane(AssetBinaryReader)
FPlane(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FQualifiedFrameTime
Namespace: UAssetAPI.UnrealTypes
public struct FQualifiedFrameTime
Inheritance Object → ValueType → FQualifiedFrameTime
Fields
Time
public FFrameTime Time;
Rate
public FFrameRate Rate;
Constructors
FQualifiedFrameTime()
FQualifiedFrameTime()
FQualifiedFrameTime(FFrameTime, FFrameRate)
FQualifiedFrameTime(FFrameTime time, FFrameRate rate)
Parameters
time
FFrameTime
rate
FFrameRate
FQualifiedFrameTime(AssetBinaryReader)
FQualifiedFrameTime(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FQuat
Namespace: UAssetAPI.UnrealTypes
Floating point quaternion that can represent a rotation about an axis in 3-D space. The X, Y, Z, W components also double as the Axis/Angle format.
public struct FQuat
Inheritance Object → ValueType → FQuat
Properties
X
The quaternion's X-component.
public double X { get; set; }
Property Value
XFloat
public float XFloat { get; }
Property Value
Y
The quaternion's Y-component.
public double Y { get; set; }
Property Value
YFloat
public float YFloat { get; }
Property Value
Z
The quaternion's Z-component.
public double Z { get; set; }
Property Value
ZFloat
public float ZFloat { get; }
Property Value
W
The quaternion's W-component.
public double W { get; set; }
Property Value
WFloat
public float WFloat { get; }
Property Value
Constructors
FQuat(Double, Double, Double, Double)
FQuat(double x, double y, double z, double w)
Parameters
x
Double
y
Double
z
Double
w
Double
FQuat(Single, Single, Single, Single)
FQuat(float x, float y, float z, float w)
Parameters
x
Single
y
Single
z
Single
w
Single
FQuat(AssetBinaryReader)
FQuat(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FRichCurveKey
Namespace: UAssetAPI.UnrealTypes
One key in a rich, editable float curve
public struct FRichCurveKey
Inheritance Object → ValueType → FRichCurveKey
Fields
InterpMode
public ERichCurveInterpMode InterpMode;
TangentMode
public ERichCurveTangentMode TangentMode;
TangentWeightMode
public ERichCurveTangentWeightMode TangentWeightMode;
Time
public float Time;
Value
public float Value;
ArriveTangent
public float ArriveTangent;
ArriveTangentWeight
public float ArriveTangentWeight;
LeaveTangent
public float LeaveTangent;
LeaveTangentWeight
public float LeaveTangentWeight;
Constructors
FRichCurveKey()
FRichCurveKey()
FRichCurveKey(ERichCurveInterpMode, ERichCurveTangentMode, ERichCurveTangentWeightMode, Single, Single, Single, Single, Single, Single)
FRichCurveKey(ERichCurveInterpMode interpMode, ERichCurveTangentMode tangentMode, ERichCurveTangentWeightMode tangentWeightMode, float time, float value, float arriveTangent, float arriveTangentWeight, float leaveTangent, float leaveTangentWeight)
Parameters
interpMode
ERichCurveInterpMode
tangentMode
ERichCurveTangentMode
tangentWeightMode
ERichCurveTangentWeightMode
time
Single
value
Single
arriveTangent
Single
arriveTangentWeight
Single
leaveTangent
Single
leaveTangentWeight
Single
FRichCurveKey(AssetBinaryReader)
FRichCurveKey(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FRotator
Namespace: UAssetAPI.UnrealTypes
Implements a container for rotation information. All rotation values are stored in degrees.
public struct FRotator
Inheritance Object → ValueType → FRotator
Properties
Pitch
Rotation around the right axis (around Y axis), Looking up and down (0=Straight Ahead, +Up, -Down)
public double Pitch { get; set; }
Property Value
PitchFloat
public float PitchFloat { get; }
Property Value
Yaw
Rotation around the up axis (around Z axis), Running in circles 0=East, +North, -South.
public double Yaw { get; set; }
Property Value
YawFloat
public float YawFloat { get; }
Property Value
Roll
Rotation around the forward axis (around X axis), Tilting your head, 0=Straight, +Clockwise, -CCW.
public double Roll { get; set; }
Property Value
RollFloat
public float RollFloat { get; }
Property Value
Constructors
FRotator(Double, Double, Double)
FRotator(double pitch, double yaw, double roll)
Parameters
pitch
Double
yaw
Double
roll
Double
FRotator(Single, Single, Single)
FRotator(float pitch, float yaw, float roll)
Parameters
pitch
Single
yaw
Single
roll
Single
FRotator(AssetBinaryReader)
FRotator(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FSkeletalMeshAreaWeightedTriangleSampler
Namespace: UAssetAPI.UnrealTypes
Allows area weighted sampling of triangles on a skeletal mesh.
public class FSkeletalMeshAreaWeightedTriangleSampler : FWeightedRandomSampler, System.ICloneable
Inheritance Object → FWeightedRandomSampler → FSkeletalMeshAreaWeightedTriangleSampler
Implements ICloneable
Fields
Prob
public Single[] Prob;
Alias
public Int32[] Alias;
TotalWeight
public float TotalWeight;
Constructors
FSkeletalMeshAreaWeightedTriangleSampler(AssetBinaryReader)
public FSkeletalMeshAreaWeightedTriangleSampler(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FSkeletalMeshAreaWeightedTriangleSampler()
public FSkeletalMeshAreaWeightedTriangleSampler()
FSkeletalMeshSamplingRegionBuiltData
Namespace: UAssetAPI.UnrealTypes
Built data for sampling a single region of a skeletal mesh
public class FSkeletalMeshSamplingRegionBuiltData
Inheritance Object → FSkeletalMeshSamplingRegionBuiltData
Fields
TriangleIndices
public Int32[] TriangleIndices;
Vertices
public Int32[] Vertices;
BoneIndices
public Int32[] BoneIndices;
Constructors
FSkeletalMeshSamplingRegionBuiltData(AssetBinaryReader)
public FSkeletalMeshSamplingRegionBuiltData(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FString
Namespace: UAssetAPI.UnrealTypes
Unreal string - consists of a string and an encoding
public class FString : System.ICloneable
Inheritance Object → FString
Implements ICloneable
Fields
Value
public string Value;
Encoding
public Encoding Encoding;
IsCasePreserving
Is this FString case preserving?
public bool IsCasePreserving;
NullCase
public static string NullCase;
Constructors
FString(String, Encoding)
public FString(string value, Encoding encoding)
Parameters
value
String
encoding
Encoding
FString()
public FString()
Methods
ToString()
public string ToString()
Returns
Equals(Object)
public bool Equals(object obj)
Parameters
obj
Object
Returns
GetHashCode()
public int GetHashCode()
Returns
Clone()
public object Clone()
Returns
FromString(String, Encoding)
public static FString FromString(string value, Encoding encoding)
Parameters
value
String
encoding
Encoding
Returns
FTextSourceData
Namespace: UAssetAPI.UnrealTypes
public struct FTextSourceData
Inheritance Object → ValueType → FTextSourceData
Properties
SourceString
public FString SourceString { get; set; }
Property Value
SourceStringMetaData
public FLocMetadataObject SourceStringMetaData { get; set; }
Property Value
FTextSourceSiteContext
Namespace: UAssetAPI.UnrealTypes
public struct FTextSourceSiteContext
Inheritance Object → ValueType → FTextSourceSiteContext
Properties
KeyName
public FString KeyName { get; set; }
Property Value
SiteDescription
public FString SiteDescription { get; set; }
Property Value
IsEditorOnly
public bool IsEditorOnly { get; set; }
Property Value
IsOptional
public bool IsOptional { get; set; }
Property Value
InfoMetaData
public FLocMetadataObject InfoMetaData { get; set; }
Property Value
KeyMetaData
public FLocMetadataObject KeyMetaData { get; set; }
Property Value
FTimecode
Namespace: UAssetAPI.UnrealTypes
public struct FTimecode
Inheritance Object → ValueType → FTimecode
Fields
Hours
public int Hours;
Minutes
public int Minutes;
Seconds
public int Seconds;
Frames
public int Frames;
bDropFrameFormat
public bool bDropFrameFormat;
Constructors
FTimecode()
FTimecode()
FTimecode(Int32, Int32, Int32, Int32, Boolean)
FTimecode(int hours, int minutes, int seconds, int frames, bool bDropFrameFormat)
Parameters
hours
Int32
minutes
Int32
seconds
Int32
frames
Int32
bDropFrameFormat
Boolean
FTimecode(AssetBinaryReader)
FTimecode(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
FTransform
Namespace: UAssetAPI.UnrealTypes
Transform composed of Scale, Rotation (as a quaternion), and Translation. Transforms can be used to convert from one space to another, for example by transforming positions and directions from local space to world space.
Transformation of position vectors is applied in the order: Scale -> Rotate -> Translate. Transformation of direction vectors is applied in the order: Scale -> Rotate.
Order matters when composing transforms: C = A * B will yield a transform C that logically first applies A then B to any subsequent transformation. Note that this is the opposite order of quaternion (FQuat) multiplication.
Example: LocalToWorld = (DeltaRotation * LocalToWorld) will change rotation in local space by DeltaRotation. Example: LocalToWorld = (LocalToWorld * DeltaRotation) will change rotation in world space by DeltaRotation.
public struct FTransform
Inheritance Object → ValueType → FTransform
Fields
Rotation
Rotation of this transformation, as a quaternion
public FQuat Rotation;
Translation
Translation of this transformation, as a vector.
public FVector Translation;
Scale3D
3D scale (always applied in local space) as a vector.
public FVector Scale3D;
Constructors
FTransform(FQuat, FVector, FVector)
FTransform(FQuat rotation, FVector translation, FVector scale3D)
Parameters
rotation
FQuat
translation
FVector
scale3D
FVector
FTransform(AssetBinaryReader)
FTransform(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FTwoVectors
Namespace: UAssetAPI.UnrealTypes
public struct FTwoVectors
Inheritance Object → ValueType → FTwoVectors
Fields
V1
public FVector V1;
V2
public FVector V2;
Constructors
FTwoVectors(FVector, FVector)
FTwoVectors(FVector v1, FVector v2)
Parameters
v1
FVector
v2
FVector
FTwoVectors(AssetBinaryReader)
FTwoVectors(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FUniqueNetId
Namespace: UAssetAPI.UnrealTypes
public class FUniqueNetId
Inheritance Object → FUniqueNetId
Fields
Type
public FName Type;
Contents
public FString Contents;
Constructors
FUniqueNetId(FName, FString)
public FUniqueNetId(FName type, FString contents)
Parameters
type
FName
contents
FString
FUniqueNetId(AssetBinaryReader)
public FUniqueNetId(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FVector
Namespace: UAssetAPI.UnrealTypes
A vector in 3-D space composed of components (X, Y, Z) with floating/double point precision.
public struct FVector
Inheritance Object → ValueType → FVector
Properties
X
The vector's X-component.
public double X { get; set; }
Property Value
XFloat
public float XFloat { get; }
Property Value
Y
The vector's Y-component.
public double Y { get; set; }
Property Value
YFloat
public float YFloat { get; }
Property Value
Z
The vector's Z-component.
public double Z { get; set; }
Property Value
ZFloat
public float ZFloat { get; }
Property Value
Constructors
FVector(Double, Double, Double)
FVector(double x, double y, double z)
Parameters
x
Double
y
Double
z
Double
FVector(Single, Single, Single)
FVector(float x, float y, float z)
Parameters
x
Single
y
Single
z
Single
FVector(AssetBinaryReader)
FVector(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FVector2D
Namespace: UAssetAPI.UnrealTypes
A vector in 2-D space composed of components (X, Y) with floating/double point precision.
public struct FVector2D
Inheritance Object → ValueType → FVector2D
Properties
X
The vector's X-component.
public double X { get; set; }
Property Value
XFloat
public float XFloat { get; }
Property Value
Y
The vector's Y-component.
public double Y { get; set; }
Property Value
YFloat
public float YFloat { get; }
Property Value
Constructors
FVector2D(Double, Double)
FVector2D(double x, double y)
Parameters
x
Double
y
Double
FVector2D(Single, Single, Single)
FVector2D(float x, float y, float z)
Parameters
x
Single
y
Single
z
Single
FVector2D(AssetBinaryReader)
FVector2D(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FVector2f
Namespace: UAssetAPI.UnrealTypes
A vector in 2-D space composed of components (X, Y) with floating point precision.
public struct FVector2f
Inheritance Object → ValueType → FVector2f
Implements ICloneable
Fields
X
public float X;
Y
public float Y;
Constructors
FVector2f(Single, Single)
FVector2f(float x, float y)
Parameters
x
Single
y
Single
FVector2f(AssetBinaryReader)
FVector2f(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
Clone()
object Clone()
Returns
FVector3f
Namespace: UAssetAPI.UnrealTypes
A vector in 3-D space composed of components (X, Y, Z) with floating point precision.
public struct FVector3f
Inheritance Object → ValueType → FVector3f
Implements ICloneable
Fields
X
public float X;
Y
public float Y;
Z
public float Z;
Constructors
FVector3f(Single, Single, Single)
FVector3f(float x, float y, float z)
Parameters
x
Single
y
Single
z
Single
FVector3f(AssetBinaryReader)
FVector3f(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
Clone()
object Clone()
Returns
FVector4
Namespace: UAssetAPI.UnrealTypes
A vector in 4-D space composed of components (X, Y, Z, W) with floating/double point precision.
public struct FVector4
Inheritance Object → ValueType → FVector4
Properties
X
The vector's X-component.
public double X { get; set; }
Property Value
XFloat
public float XFloat { get; }
Property Value
Y
The vector's Y-component.
public double Y { get; set; }
Property Value
YFloat
public float YFloat { get; }
Property Value
Z
The vector's Z-component.
public double Z { get; set; }
Property Value
ZFloat
public float ZFloat { get; }
Property Value
W
The vector's W-component.
public double W { get; set; }
Property Value
WFloat
public float WFloat { get; }
Property Value
Constructors
FVector4(Double, Double, Double, Double)
FVector4(double x, double y, double z, double w)
Parameters
x
Double
y
Double
z
Double
w
Double
FVector4(Single, Single, Single, Single)
FVector4(float x, float y, float z, float w)
Parameters
x
Single
y
Single
z
Single
w
Single
FVector4(AssetBinaryReader)
FVector4(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
FVector4f
Namespace: UAssetAPI.UnrealTypes
A vector in 4-D space composed of components (X, Y, Z, W) with floating point precision.
public struct FVector4f
Inheritance Object → ValueType → FVector4f
Implements ICloneable
Fields
X
public float X;
Y
public float Y;
Z
public float Z;
W
public float W;
Constructors
FVector4f(Single, Single, Single, Single)
FVector4f(float x, float y, float z, float w)
Parameters
x
Single
y
Single
z
Single
w
Single
FVector4f(AssetBinaryReader)
FVector4f(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
Clone()
object Clone()
Returns
FWeightedRandomSampler
Namespace: UAssetAPI.UnrealTypes
public class FWeightedRandomSampler : System.ICloneable
Inheritance Object → FWeightedRandomSampler
Implements ICloneable
Fields
Prob
public Single[] Prob;
Alias
public Int32[] Alias;
TotalWeight
public float TotalWeight;
Constructors
FWeightedRandomSampler()
public FWeightedRandomSampler()
FWeightedRandomSampler(Single[], Int32[], Single)
public FWeightedRandomSampler(Single[] prob, Int32[] alias, float totalWeight)
Parameters
prob
Single[]
alias
Int32[]
totalWeight
Single
FWeightedRandomSampler(AssetBinaryReader)
public FWeightedRandomSampler(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
Methods
Write(AssetBinaryWriter)
public int Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
Returns
Clone()
public object Clone()
Returns
FWorldTileInfo
Namespace: UAssetAPI.UnrealTypes
Tile information used by WorldComposition. Defines properties necessary for tile positioning in the world. Stored with package summary
public class FWorldTileInfo
Inheritance Object → FWorldTileInfo
Fields
Position
Tile position in the world relative to parent
public Int32[] Position;
AbsolutePosition
Absolute tile position in the world. Calculated in runtime
public Int32[] AbsolutePosition;
Bounds
Tile bounding box
public BoxPropertyData Bounds;
Layer
Tile assigned layer
public FWorldTileLayer Layer;
bHideInTileView
Whether to hide sub-level tile in tile view
public bool bHideInTileView;
ParentTilePackageName
Parent tile package name
public FString ParentTilePackageName;
LODList
LOD information
public FWorldTileLODInfo[] LODList;
ZOrder
Sorting order
public int ZOrder;
Constructors
FWorldTileInfo(Int32[], Int32[], BoxPropertyData, FWorldTileLayer, Boolean, FString, FWorldTileLODInfo[], Int32)
public FWorldTileInfo(Int32[] position, Int32[] absolutePosition, BoxPropertyData bounds, FWorldTileLayer layer, bool bHideInTileView, FString parentTilePackageName, FWorldTileLODInfo[] lODList, int zOrder)
Parameters
position
Int32[]
absolutePosition
Int32[]
bounds
BoxPropertyData
layer
FWorldTileLayer
bHideInTileView
Boolean
parentTilePackageName
FString
lODList
FWorldTileLODInfo[]
zOrder
Int32
FWorldTileInfo()
public FWorldTileInfo()
Methods
Read(AssetBinaryReader, UAsset)
public void Read(AssetBinaryReader reader, UAsset asset)
Parameters
reader
AssetBinaryReader
asset
UAsset
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, UAsset)
public void Write(AssetBinaryWriter writer, UAsset asset)
Parameters
writer
AssetBinaryWriter
asset
UAsset
FWorldTileLayer
Namespace: UAssetAPI.UnrealTypes
World layer information for tile tagging
public class FWorldTileLayer
Inheritance Object → FWorldTileLayer
Fields
Name
Human readable name for this layer
public FString Name;
Reserved0
Reserved for additional options
public int Reserved0;
Reserved1
Reserved for additional options
public IntPointPropertyData Reserved1;
StreamingDistance
Distance starting from where tiles belonging to this layer will be streamed in
public int StreamingDistance;
DistanceStreamingEnabled
public bool DistanceStreamingEnabled;
Constructors
FWorldTileLayer(FString, Int32, IntPointPropertyData, Int32, Boolean)
public FWorldTileLayer(FString name, int reserved0, IntPointPropertyData reserved1, int streamingDistance, bool distanceStreamingEnabled)
Parameters
name
FString
reserved0
Int32
reserved1
IntPointPropertyData
streamingDistance
Int32
distanceStreamingEnabled
Boolean
FWorldTileLayer()
public FWorldTileLayer()
Methods
Read(AssetBinaryReader, UAsset)
public void Read(AssetBinaryReader reader, UAsset asset)
Parameters
reader
AssetBinaryReader
asset
UAsset
ResolveAncestries(UnrealPackage, AncestryInfo)
public void ResolveAncestries(UnrealPackage asset, AncestryInfo ancestrySoFar)
Parameters
asset
UnrealPackage
ancestrySoFar
AncestryInfo
Write(AssetBinaryWriter, UAsset)
public void Write(AssetBinaryWriter writer, UAsset asset)
Parameters
writer
AssetBinaryWriter
asset
UAsset
FWorldTileLODInfo
Namespace: UAssetAPI.UnrealTypes
Describes LOD entry in a world tile
public class FWorldTileLODInfo
Inheritance Object → FWorldTileLODInfo
Fields
RelativeStreamingDistance
Relative to LOD0 streaming distance, absolute distance = LOD0 + StreamingDistanceDelta
public int RelativeStreamingDistance;
Reserved0
Reserved for additional options
public float Reserved0;
Reserved1
Reserved for additional options
public float Reserved1;
Reserved2
Reserved for additional options
public int Reserved2;
Reserved3
Reserved for additional options
public int Reserved3;
Constructors
FWorldTileLODInfo(Int32, Single, Single, Int32, Int32)
public FWorldTileLODInfo(int relativeStreamingDistance, float reserved0, float reserved1, int reserved2, int reserved3)
Parameters
relativeStreamingDistance
Int32
reserved0
Single
reserved1
Single
reserved2
Int32
reserved3
Int32
FWorldTileLODInfo()
public FWorldTileLODInfo()
Methods
Read(AssetBinaryReader, UAsset)
public void Read(AssetBinaryReader reader, UAsset asset)
Parameters
reader
AssetBinaryReader
asset
UAsset
Write(AssetBinaryWriter, UAsset)
public void Write(AssetBinaryWriter writer, UAsset asset)
Parameters
writer
AssetBinaryWriter
asset
UAsset
IOrderedDictionary<TKey, TValue>
Namespace: UAssetAPI.UnrealTypes
public interface IOrderedDictionary<TKey, TValue> : , , , System.Collections.IEnumerable, System.Collections.Specialized.IOrderedDictionary, System.Collections.IDictionary, System.Collections.ICollection
Type Parameters
TKey
TValue
Implements IDictionary<TKey, TValue>, ICollection<KeyValuePair<TKey, TValue>>, IEnumerable<KeyValuePair<TKey, TValue>>, IEnumerable, IOrderedDictionary, IDictionary, ICollection
Properties
Item
public abstract TValue Item { get; set; }
Property Value
TValue
Item
public abstract TValue Item { get; set; }
Property Value
TValue
Count
public abstract int Count { get; }
Property Value
Keys
public abstract ICollection<TKey> Keys { get; }
Property Value
ICollection<TKey>
Values
public abstract ICollection<TValue> Values { get; }
Property Value
ICollection<TValue>
Methods
Add(TKey, TValue)
void Add(TKey key, TValue value)
Parameters
key
TKey
value
TValue
Clear()
void Clear()
Insert(Int32, TKey, TValue)
void Insert(int index, TKey key, TValue value)
Parameters
index
Int32
key
TKey
value
TValue
IndexOf(TKey)
int IndexOf(TKey key)
Parameters
key
TKey
Returns
ContainsValue(TValue)
bool ContainsValue(TValue value)
Parameters
value
TValue
Returns
ContainsValue(TValue, IEqualityComparer<TValue>)
bool ContainsValue(TValue value, IEqualityComparer<TValue> comparer)
Parameters
value
TValue
comparer
IEqualityComparer<TValue>
Returns
ContainsKey(TKey)
bool ContainsKey(TKey key)
Parameters
key
TKey
Returns
GetEnumerator()
IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()
Returns
IEnumerator<KeyValuePair<TKey, TValue>>
Remove(TKey)
bool Remove(TKey key)
Parameters
key
TKey
Returns
RemoveAt(Int32)
void RemoveAt(int index)
Parameters
index
Int32
TryGetValue(TKey, TValue&)
bool TryGetValue(TKey key, TValue& value)
Parameters
key
TKey
value
TValue&
Returns
GetValue(TKey)
TValue GetValue(TKey key)
Parameters
key
TKey
Returns
TValue
SetValue(TKey, TValue)
void SetValue(TKey key, TValue value)
Parameters
key
TKey
value
TValue
GetItem(Int32)
KeyValuePair<TKey, TValue> GetItem(int index)
Parameters
index
Int32
Returns
KeyValuePair<TKey, TValue>
SetItem(Int32, TValue)
void SetItem(int index, TValue value)
Parameters
index
Int32
value
TValue
KeyedCollection2<TKey, TItem>
LinearHelpers
Namespace: UAssetAPI.UnrealTypes
public static class LinearHelpers
Inheritance Object → LinearHelpers
Methods
Convert(FLinearColor)
public static Color Convert(FLinearColor color)
Parameters
color
FLinearColor
Returns
Color
ObjectVersion
Namespace: UAssetAPI.UnrealTypes
An enum used to represent the global object version of UE4.
public enum ObjectVersion
Inheritance Object → ValueType → Enum → ObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
VER_UE4_BLUEPRINT_VARS_NOT_READ_ONLY | 215 | Removed restriction on blueprint-exposed variables from being read-only |
VER_UE4_STATIC_MESH_STORE_NAV_COLLISION | 216 | Added manually serialized element to UStaticMesh (precalculated nav collision) |
VER_UE4_ATMOSPHERIC_FOG_DECAY_NAME_CHANGE | 217 | Changed property name for atmospheric fog |
VER_UE4_SCENECOMP_TRANSLATION_TO_LOCATION | 218 | Change many properties/functions from Translation to Location |
VER_UE4_MATERIAL_ATTRIBUTES_REORDERING | 219 | Material attributes reordering |
VER_UE4_COLLISION_PROFILE_SETTING | 220 | Collision Profile setting has been added, and all components that exists has to be properly upgraded |
VER_UE4_BLUEPRINT_SKEL_TEMPORARY_TRANSIENT | 221 | Making the blueprint's skeleton class transient |
VER_UE4_BLUEPRINT_SKEL_SERIALIZED_AGAIN | 222 | Making the blueprint's skeleton class serialized again |
VER_UE4_BLUEPRINT_SETS_REPLICATION | 223 | Blueprint now controls replication settings again |
VER_UE4_WORLD_LEVEL_INFO | 224 | Added level info used by World browser |
VER_UE4_AFTER_CAPSULE_HALF_HEIGHT_CHANGE | 225 | Changed capsule height to capsule half-height (afterwards) |
VER_UE4_ADDED_NAMESPACE_AND_KEY_DATA_TO_FTEXT | 226 | Added Namepace, GUID (Key) and Flags to FText |
VER_UE4_ATTENUATION_SHAPES | 227 | Attenuation shapes |
VER_UE4_LIGHTCOMPONENT_USE_IES_TEXTURE_MULTIPLIER_ON_NON_IES_BRIGHTNESS | 228 | Use IES texture multiplier even when IES brightness is not being used |
VER_UE4_REMOVE_INPUT_COMPONENTS_FROM_BLUEPRINTS | 229 | Removed InputComponent as a blueprint addable component |
VER_UE4_VARK2NODE_USE_MEMBERREFSTRUCT | 230 | Use an FMemberReference struct in UK2Node_Variable |
VER_UE4_REFACTOR_MATERIAL_EXPRESSION_SCENECOLOR_AND_SCENEDEPTH_INPUTS | 231 | Refactored material expression inputs for UMaterialExpressionSceneColor and UMaterialExpressionSceneDepth |
VER_UE4_SPLINE_MESH_ORIENTATION | 232 | Spline meshes changed from Z forwards to configurable |
VER_UE4_REVERB_EFFECT_ASSET_TYPE | 233 | Added ReverbEffect asset type |
VER_UE4_MAX_TEXCOORD_INCREASED | 234 | changed max texcoords from 4 to 8 |
VER_UE4_SPEEDTREE_STATICMESH | 235 | static meshes changed to support SpeedTrees |
VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES | 236 | Landscape component reference between landscape component and collision component |
VER_UE4_SWITCH_CALL_NODE_TO_USE_MEMBER_REFERENCE | 237 | Refactored UK2Node_CallFunction to use FMemberReference |
VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL | 238 | Added fixup step to remove skeleton class references from blueprint objects |
VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL_SECOND_TIME | 239 | See above, take 2. |
VER_UE4_BLUEPRINT_SKEL_CLASS_TRANSIENT_AGAIN | 240 | Making the skeleton class on blueprints transient |
VER_UE4_ADD_COOKED_TO_UCLASS | 241 | UClass knows if it's been cooked |
VER_UE4_DEPRECATED_STATIC_MESH_THUMBNAIL_PROPERTIES_REMOVED | 242 | Deprecated static mesh thumbnail properties were removed |
VER_UE4_COLLECTIONS_IN_SHADERMAPID | 243 | Added collections in material shader map ids |
VER_UE4_REFACTOR_MOVEMENT_COMPONENT_HIERARCHY | 244 | Renamed some Movement Component properties, added PawnMovementComponent |
VER_UE4_FIX_TERRAIN_LAYER_SWITCH_ORDER | 245 | Swap UMaterialExpressionTerrainLayerSwitch::LayerUsed/LayerNotUsed the correct way round |
VER_UE4_ALL_PROPS_TO_CONSTRAINTINSTANCE | 246 | Remove URB_ConstraintSetup |
VER_UE4_LOW_QUALITY_DIRECTIONAL_LIGHTMAPS | 247 | Low quality directional lightmaps |
VER_UE4_ADDED_NOISE_EMITTER_COMPONENT | 248 | Added NoiseEmitterComponent and removed related Pawn properties. |
VER_UE4_ADD_TEXT_COMPONENT_VERTICAL_ALIGNMENT | 249 | Add text component vertical alignment |
VER_UE4_ADDED_FBX_ASSET_IMPORT_DATA | 250 | Added AssetImportData for FBX asset types, deprecating SourceFilePath and SourceFileTimestamp |
VER_UE4_REMOVE_LEVELBODYSETUP | 251 | Remove LevelBodySetup from ULevel |
VER_UE4_REFACTOR_CHARACTER_CROUCH | 252 | Refactor character crouching |
VER_UE4_SMALLER_DEBUG_MATERIALSHADER_UNIFORM_EXPRESSIONS | 253 | Trimmed down material shader debug information. |
VER_UE4_APEX_CLOTH | 254 | APEX Clothing |
VER_UE4_SAVE_COLLISIONRESPONSE_PER_CHANNEL | 255 | Change Collision Channel to save only modified ones than all of them. Note!!! Once we pass this CL, we can rename FCollisionResponseContainer enum values. We should rename to match ECollisionChannel |
VER_UE4_ADDED_LANDSCAPE_SPLINE_EDITOR_MESH | 256 | Added Landscape Spline editor meshes |
VER_UE4_CHANGED_MATERIAL_REFACTION_TYPE | 257 | Fixup input expressions for reading from refraction material attributes. |
VER_UE4_REFACTOR_PROJECTILE_MOVEMENT | 258 | Refactor projectile movement, along with some other movement component work. |
VER_UE4_REMOVE_PHYSICALMATERIALPROPERTY | 259 | Remove PhysicalMaterialProperty and replace with user defined enum |
VER_UE4_PURGED_FMATERIAL_COMPILE_OUTPUTS | 260 | Removed all compile outputs from FMaterial |
VER_UE4_ADD_COOKED_TO_LANDSCAPE | 261 | Ability to save cooked PhysX meshes to Landscape |
VER_UE4_CONSUME_INPUT_PER_BIND | 262 | Change how input component consumption works |
VER_UE4_SOUND_CLASS_GRAPH_EDITOR | 263 | Added new Graph based SoundClass Editor |
VER_UE4_FIXUP_TERRAIN_LAYER_NODES | 264 | Fixed terrain layer node guids which was causing artifacts |
VER_UE4_RETROFIT_CLAMP_EXPRESSIONS_SWAP | 265 | Added clamp min/max swap check to catch older materials |
VER_UE4_REMOVE_LIGHT_MOBILITY_CLASSES | 266 | Remove static/movable/stationary light classes |
VER_UE4_REFACTOR_PHYSICS_BLENDING | 267 | Refactor the way physics blending works to allow partial blending |
VER_UE4_WORLD_LEVEL_INFO_UPDATED | 268 | WorldLevelInfo: Added reference to parent level and streaming distance |
VER_UE4_STATIC_SKELETAL_MESH_SERIALIZATION_FIX | 269 | Fixed cooking of skeletal/static meshes due to bad serialization logic |
VER_UE4_REMOVE_STATICMESH_MOBILITY_CLASSES | 270 | Removal of InterpActor and PhysicsActor |
VER_UE4_REFACTOR_PHYSICS_TRANSFORMS | 271 | Refactor physics transforms |
VER_UE4_REMOVE_ZERO_TRIANGLE_SECTIONS | 272 | Remove zero triangle sections from static meshes and compact material indices. |
VER_UE4_CHARACTER_MOVEMENT_DECELERATION | 273 | Add param for deceleration in character movement instead of using acceleration. |
VER_UE4_CAMERA_ACTOR_USING_CAMERA_COMPONENT | 274 | Made ACameraActor use a UCameraComponent for parameter storage, etc... |
VER_UE4_CHARACTER_MOVEMENT_DEPRECATE_PITCH_ROLL | 275 | Deprecated some pitch/roll properties in CharacterMovementComponent |
VER_UE4_REBUILD_TEXTURE_STREAMING_DATA_ON_LOAD | 276 | Rebuild texture streaming data on load for uncooked builds |
VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES | 277 | Add support for 32 bit index buffers for static meshes. |
VER_UE4_ADDED_CHUNKID_TO_ASSETDATA_AND_UPACKAGE | 278 | Added streaming install ChunkID to AssetData and UPackage |
VER_UE4_CHARACTER_DEFAULT_MOVEMENT_BINDINGS | 279 | Add flag to control whether Character blueprints receive default movement bindings. |
VER_UE4_APEX_CLOTH_LOD | 280 | APEX Clothing LOD Info |
VER_UE4_ATMOSPHERIC_FOG_CACHE_DATA | 281 | Added atmospheric fog texture data to be general |
VAR_UE4_ARRAY_PROPERTY_INNER_TAGS | 282 | Arrays serialize their inner's tags |
VER_UE4_KEEP_SKEL_MESH_INDEX_DATA | 283 | Skeletal mesh index data is kept in memory in game to support mesh merging. |
VER_UE4_BODYSETUP_COLLISION_CONVERSION | 284 | Added compatibility for the body instance collision change |
VER_UE4_REFLECTION_CAPTURE_COOKING | 285 | Reflection capture cooking |
VER_UE4_REMOVE_DYNAMIC_VOLUME_CLASSES | 286 | Removal of DynamicTriggerVolume, DynamicBlockingVolume, DynamicPhysicsVolume |
VER_UE4_STORE_HASCOOKEDDATA_FOR_BODYSETUP | 287 | Store an additional flag in the BodySetup to indicate whether there is any cooked data to load |
VER_UE4_REFRACTION_BIAS_TO_REFRACTION_DEPTH_BIAS | 288 | Changed name of RefractionBias to RefractionDepthBias. |
VER_UE4_REMOVE_SKELETALPHYSICSACTOR | 289 | Removal of SkeletalPhysicsActor |
VER_UE4_PC_ROTATION_INPUT_REFACTOR | 290 | PlayerController rotation input refactor |
VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING | 291 | Landscape Platform Data cooking |
VER_UE4_CREATEEXPORTS_CLASS_LINKING_FOR_BLUEPRINTS | 292 | Added call for linking classes in CreateExport to ensure memory is initialized properly |
VER_UE4_REMOVE_NATIVE_COMPONENTS_FROM_BLUEPRINT_SCS | 293 | Remove native component nodes from the blueprint SimpleConstructionScript |
VER_UE4_REMOVE_SINGLENODEINSTANCE | 294 | Removal of Single Node Instance |
VER_UE4_CHARACTER_BRAKING_REFACTOR | 295 | Character movement braking changes |
VER_UE4_VOLUME_SAMPLE_LOW_QUALITY_SUPPORT | 296 | Supported low quality lightmaps in volume samples |
VER_UE4_SPLIT_TOUCH_AND_CLICK_ENABLES | 297 | Split bEnableTouchEvents out from bEnableClickEvents |
VER_UE4_HEALTH_DEATH_REFACTOR | 298 | Health/Death refactor |
VER_UE4_SOUND_NODE_ENVELOPER_CURVE_CHANGE | 299 | Moving USoundNodeEnveloper from UDistributionFloatConstantCurve to FRichCurve |
VER_UE4_POINT_LIGHT_SOURCE_RADIUS | 300 | Moved SourceRadius to UPointLightComponent |
VER_UE4_SCENE_CAPTURE_CAMERA_CHANGE | 301 | Scene capture actors based on camera actors. |
VER_UE4_MOVE_SKELETALMESH_SHADOWCASTING | 302 | Moving SkeletalMesh shadow casting flag from LoD details to material |
VER_UE4_CHANGE_SETARRAY_BYTECODE | 303 | Changing bytecode operators for creating arrays |
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES | 304 | Material Instances overriding base material properties. |
VER_UE4_COMBINED_LIGHTMAP_TEXTURES | 305 | Combined top/bottom lightmap textures |
VER_UE4_BUMPED_MATERIAL_EXPORT_GUIDS | 306 | Forced material lightmass guids to be regenerated |
VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES | 307 | Allow overriding of parent class input bindings |
VER_UE4_FIXUP_BODYSETUP_INVALID_CONVEX_TRANSFORM | 308 | Fix up convex invalid transform |
VER_UE4_FIXUP_STIFFNESS_AND_DAMPING_SCALE | 309 | Fix up scale of physics stiffness and damping value |
VER_UE4_REFERENCE_SKELETON_REFACTOR | 310 | Convert USkeleton and FBoneContrainer to using FReferenceSkeleton. |
VER_UE4_K2NODE_REFERENCEGUIDS | 311 | Adding references to variable, function, and macro nodes to be able to update to renamed values |
VER_UE4_FIXUP_ROOTBONE_PARENT | 312 | Fix up the 0th bone's parent bone index. |
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_PHASE_2 | 314 | Material Instances overriding base material properties #2. |
VER_UE4_CLASS_NOTPLACEABLE_ADDED | 315 | CLASS_Placeable becomes CLASS_NotPlaceable |
VER_UE4_WORLD_LEVEL_INFO_LOD_LIST | 316 | Added LOD info list to a world tile description |
VER_UE4_CHARACTER_MOVEMENT_VARIABLE_RENAMING_1 | 317 | CharacterMovement variable naming refactor |
VER_UE4_FSLATESOUND_CONVERSION | 318 | FName properties containing sound names converted to FSlateSound properties |
VER_UE4_WORLD_LEVEL_INFO_ZORDER | 319 | Added ZOrder to a world tile description |
VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING | 320 | Added flagging of localization gather requirement to packages |
VER_UE4_BP_ACTOR_VARIABLE_DEFAULT_PREVENTING | 321 | Preventing Blueprint Actor variables from having default values |
VER_UE4_TEST_ANIMCOMP_CHANGE | 322 | Preventing Blueprint Actor variables from having default values |
VER_UE4_EDITORONLY_BLUEPRINTS | 323 | Class as primary asset, name convention changed |
VER_UE4_EDGRAPHPINTYPE_SERIALIZATION | 324 | Custom serialization for FEdGraphPinType |
VER_UE4_NO_MIRROR_BRUSH_MODEL_COLLISION | 325 | Stop generating 'mirrored' cooked mesh for Brush and Model components |
VER_UE4_CHANGED_CHUNKID_TO_BE_AN_ARRAY_OF_CHUNKIDS | 326 | Changed ChunkID to be an array of IDs. |
VER_UE4_WORLD_NAMED_AFTER_PACKAGE | 327 | Worlds have been renamed from "TheWorld" to be named after the package containing them |
VER_UE4_SKY_LIGHT_COMPONENT | 328 | Added sky light component |
VER_UE4_WORLD_LAYER_ENABLE_DISTANCE_STREAMING | 329 | Added Enable distance streaming flag to FWorldTileLayer |
VER_UE4_REMOVE_ZONES_FROM_MODEL | 330 | Remove visibility/zone information from UModel |
VER_UE4_FIX_ANIMATIONBASEPOSE_SERIALIZATION | 331 | Fix base pose serialization |
VER_UE4_SUPPORT_8_BONE_INFLUENCES_SKELETAL_MESHES | 332 | Support for up to 8 skinning influences per vertex on skeletal meshes (on non-gpu vertices) |
VER_UE4_ADD_OVERRIDE_GRAVITY_FLAG | 333 | Add explicit bOverrideGravity to world settings |
VER_UE4_SUPPORT_GPUSKINNING_8_BONE_INFLUENCES | 334 | Support for up to 8 skinning influences per vertex on skeletal meshes (on gpu vertices) |
VER_UE4_ANIM_SUPPORT_NONUNIFORM_SCALE_ANIMATION | 335 | Supporting nonuniform scale animation |
VER_UE4_ENGINE_VERSION_OBJECT | 336 | Engine version is stored as a FEngineVersion object rather than changelist number |
VER_UE4_PUBLIC_WORLDS | 337 | World assets now have RF_Public |
VER_UE4_SKELETON_GUID_SERIALIZATION | 338 | Skeleton Guid |
VER_UE4_CHARACTER_MOVEMENT_WALKABLE_FLOOR_REFACTOR | 339 | Character movement WalkableFloor refactor |
VER_UE4_INVERSE_SQUARED_LIGHTS_DEFAULT | 340 | Lights default to inverse squared |
VER_UE4_DISABLED_SCRIPT_LIMIT_BYTECODE | 341 | Disabled SCRIPT_LIMIT_BYTECODE_TO_64KB |
VER_UE4_PRIVATE_REMOTE_ROLE | 342 | Made remote role private, exposed bReplicates |
VER_UE4_FOLIAGE_STATIC_MOBILITY | 343 | Fix up old foliage components to have static mobility (superseded by VER_UE4_FOLIAGE_MOVABLE_MOBILITY) |
VER_UE4_BUILD_SCALE_VECTOR | 344 | Change BuildScale from a float to a vector |
VER_UE4_FOLIAGE_COLLISION | 345 | After implementing foliage collision, need to disable collision on old foliage instances |
VER_UE4_SKY_BENT_NORMAL | 346 | Added sky bent normal to indirect lighting cache |
VER_UE4_LANDSCAPE_COLLISION_DATA_COOKING | 347 | Added cooking for landscape collision data |
VER_UE4_MORPHTARGET_CPU_TANGENTZDELTA_FORMATCHANGE | 348 | Convert CPU tangent Z delta to vector from PackedNormal since we don't get any benefit other than memory we still convert all to FVector in CPU time whenever any calculation |
VER_UE4_SOFT_CONSTRAINTS_USE_MASS | 349 | Soft constraint limits will implicitly use the mass of the bodies |
VER_UE4_REFLECTION_DATA_IN_PACKAGES | 350 | Reflection capture data saved in packages |
VER_UE4_FOLIAGE_MOVABLE_MOBILITY | 351 | Fix up old foliage components to have movable mobility (superseded by VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT) |
VER_UE4_UNDO_BREAK_MATERIALATTRIBUTES_CHANGE | 352 | Undo BreakMaterialAttributes changes as it broke old content |
VER_UE4_ADD_CUSTOMPROFILENAME_CHANGE | 353 | Now Default custom profile name isn't NONE anymore due to copy/paste not working properly with it |
VER_UE4_FLIP_MATERIAL_COORDS | 354 | Permanently flip and scale material expression coordinates |
VER_UE4_MEMBERREFERENCE_IN_PINTYPE | 355 | PinSubCategoryMemberReference added to FEdGraphPinType |
VER_UE4_VEHICLES_UNIT_CHANGE | 356 | Vehicles use Nm for Torque instead of cm and RPM instead of rad/s |
VER_UE4_ANIMATION_REMOVE_NANS | 357 | removes NANs from all animations when loaded now importing should detect NaNs, so we should not have NaNs in source data |
VER_UE4_SKELETON_ASSET_PROPERTY_TYPE_CHANGE | 358 | Change skeleton preview attached assets property type |
VER_UE4_FIX_BLUEPRINT_VARIABLE_FLAGS | 359 | Fix some blueprint variables that have the CPF_DisableEditOnTemplate flag set when they shouldn't |
VER_UE4_VEHICLES_UNIT_CHANGE2 | 360 | Vehicles use Nm for Torque instead of cm and RPM instead of rad/s part two (missed conversion for some variables |
VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING | 361 | Changed order of interface class serialization |
VER_UE4_STATIC_MESH_SCREEN_SIZE_LODS | 362 | Change from LOD distances to display factors |
VER_UE4_FIX_MATERIAL_COORDS | 363 | Requires test of material coords to ensure they're saved correctly |
VER_UE4_SPEEDTREE_WIND_V7 | 364 | Changed SpeedTree wind presets to v7 |
VER_UE4_LOAD_FOR_EDITOR_GAME | 365 | NeedsLoadForEditorGame added |
VER_UE4_SERIALIZE_RICH_CURVE_KEY | 366 | Manual serialization of FRichCurveKey to save space |
VER_UE4_MOVE_LANDSCAPE_MICS_AND_TEXTURES_WITHIN_LEVEL | 367 | Change the outer of ULandscapeMaterialInstanceConstants and Landscape-related textures to the level in which they reside |
VER_UE4_FTEXT_HISTORY | 368 | FTexts have creation history data, removed Key, Namespaces, and SourceString |
VER_UE4_FIX_MATERIAL_COMMENTS | 369 | Shift comments to the left to contain expressions properly |
VER_UE4_STORE_BONE_EXPORT_NAMES | 370 | Bone names stored as FName means that we can't guarantee the correct case on export, now we store a separate string for export purposes only |
VER_UE4_MESH_EMITTER_INITIAL_ORIENTATION_DISTRIBUTION | 371 | changed mesh emitter initial orientation to distribution |
VER_UE4_DISALLOW_FOLIAGE_ON_BLUEPRINTS | 372 | Foliage on blueprints causes crashes |
VER_UE4_FIXUP_MOTOR_UNITS | 373 | change motors to use revolutions per second instead of rads/second |
VER_UE4_DEPRECATED_MOVEMENTCOMPONENT_MODIFIED_SPEEDS | 374 | deprecated MovementComponent functions including "ModifiedMaxSpeed" et al |
VER_UE4_RENAME_CANBECHARACTERBASE | 375 | rename CanBeCharacterBase |
VER_UE4_GAMEPLAY_TAG_CONTAINER_TAG_TYPE_CHANGE | 376 | Change GameplayTagContainers to have FGameplayTags instead of FNames; Required to fix-up native serialization |
VER_UE4_FOLIAGE_SETTINGS_TYPE | 377 | Change from UInstancedFoliageSettings to UFoliageType, and change the api from being keyed on UStaticMesh* to UFoliageType* |
VER_UE4_STATIC_SHADOW_DEPTH_MAPS | 378 | Lights serialize static shadow depth maps |
VER_UE4_ADD_TRANSACTIONAL_TO_DATA_ASSETS | 379 | Add RF_Transactional to data assets, fixing undo problems when editing them |
VER_UE4_ADD_LB_WEIGHTBLEND | 380 | Change LB_AlphaBlend to LB_WeightBlend in ELandscapeLayerBlendType |
VER_UE4_ADD_ROOTCOMPONENT_TO_FOLIAGEACTOR | 381 | Add root component to an foliage actor, all foliage cluster components will be attached to a root |
VER_UE4_FIX_MATERIAL_PROPERTY_OVERRIDE_SERIALIZE | 382 | FMaterialInstanceBasePropertyOverrides didn't use proper UObject serialize |
VER_UE4_ADD_LINEAR_COLOR_SAMPLER | 383 | Addition of linear color sampler. color sample type is changed to linear sampler if source texture !sRGB |
VER_UE4_ADD_STRING_ASSET_REFERENCES_MAP | 384 | Added StringAssetReferencesMap to support renames of FStringAssetReference properties. |
VER_UE4_BLUEPRINT_USE_SCS_ROOTCOMPONENT_SCALE | 385 | Apply scale from SCS RootComponent details in the Blueprint Editor to new actor instances at construction time |
VER_UE4_LEVEL_STREAMING_DRAW_COLOR_TYPE_CHANGE | 386 | Changed level streaming to have a linear color since the visualization doesn't gamma correct. |
VER_UE4_CLEAR_NOTIFY_TRIGGERS | 387 | Cleared end triggers from non-state anim notifies |
VER_UE4_SKELETON_ADD_SMARTNAMES | 388 | Convert old curve names stored in anim assets into skeleton smartnames |
VER_UE4_ADDED_CURRENCY_CODE_TO_FTEXT | 389 | Added the currency code field to FTextHistory_AsCurrency |
VER_UE4_ENUM_CLASS_SUPPORT | 390 | Added support for C++11 enum classes |
VER_UE4_FIXUP_WIDGET_ANIMATION_CLASS | 391 | Fixup widget animation class |
VER_UE4_SOUND_COMPRESSION_TYPE_ADDED | 392 | USoundWave objects now contain details about compression scheme used. |
VER_UE4_AUTO_WELDING | 393 | Bodies will automatically weld when attached |
VER_UE4_RENAME_CROUCHMOVESCHARACTERDOWN | 394 | Rename UCharacterMovementComponent::bCrouchMovesCharacterDown |
VER_UE4_LIGHTMAP_MESH_BUILD_SETTINGS | 395 | Lightmap parameters in FMeshBuildSettings |
VER_UE4_RENAME_SM3_TO_ES3_1 | 396 | Rename SM3 to ES3_1 and updates featurelevel material node selector |
VER_UE4_DEPRECATE_UMG_STYLE_ASSETS | 397 | Deprecated separate style assets for use in UMG |
VER_UE4_POST_DUPLICATE_NODE_GUID | 398 | Duplicating Blueprints will regenerate NodeGuids after this version |
VER_UE4_RENAME_CAMERA_COMPONENT_VIEW_ROTATION | 399 | Rename USpringArmComponent::bUseControllerViewRotation to bUsePawnViewRotation, Rename UCameraComponent::bUseControllerViewRotation to bUsePawnViewRotation (and change the default value) |
VER_UE4_CASE_PRESERVING_FNAME | 400 | Changed FName to be case preserving |
VER_UE4_RENAME_CAMERA_COMPONENT_CONTROL_ROTATION | 401 | Rename USpringArmComponent::bUsePawnViewRotation to bUsePawnControlRotation, Rename UCameraComponent::bUsePawnViewRotation to bUsePawnControlRotation |
VER_UE4_FIX_REFRACTION_INPUT_MASKING | 402 | Fix bad refraction material attribute masks |
VER_UE4_GLOBAL_EMITTER_SPAWN_RATE_SCALE | 403 | A global spawn rate for emitters. |
VER_UE4_CLEAN_DESTRUCTIBLE_SETTINGS | 404 | Cleanup destructible mesh settings |
VER_UE4_CHARACTER_MOVEMENT_UPPER_IMPACT_BEHAVIOR | 405 | CharacterMovementComponent refactor of AdjustUpperHemisphereImpact and deprecation of some associated vars. |
VER_UE4_BP_MATH_VECTOR_EQUALITY_USES_EPSILON | 406 | Changed Blueprint math equality functions for vectors and rotators to operate as a "nearly" equals rather than "exact" |
VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT | 407 | Static lighting support was re-added to foliage, and mobility was returned to static |
VER_UE4_SLATE_COMPOSITE_FONTS | 408 | Added composite fonts to Slate font info |
VER_UE4_REMOVE_SAVEGAMESUMMARY | 409 | Remove UDEPRECATED_SaveGameSummary, required for UWorld::Serialize |
VER_UE4_REMOVE_SKELETALMESH_COMPONENT_BODYSETUP_SERIALIZATION | 410 | Remove bodyseutp serialization from skeletal mesh component |
VER_UE4_SLATE_BULK_FONT_DATA | 411 | Made Slate font data use bulk data to store the embedded font data |
VER_UE4_ADD_PROJECTILE_FRICTION_BEHAVIOR | 412 | Add new friction behavior in ProjectileMovementComponent. |
VER_UE4_MOVEMENTCOMPONENT_AXIS_SETTINGS | 413 | Add axis settings enum to MovementComponent. |
VER_UE4_GRAPH_INTERACTIVE_COMMENTBUBBLES | 414 | Switch to new interactive comments, requires boundry conversion to preserve previous states |
VER_UE4_LANDSCAPE_SERIALIZE_PHYSICS_MATERIALS | 415 | Landscape serializes physical materials for collision objects |
VER_UE4_RENAME_WIDGET_VISIBILITY | 416 | Rename Visiblity on widgets to Visibility |
VER_UE4_ANIMATION_ADD_TRACKCURVES | 417 | add track curves for animation |
VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL | 418 | Removed BranchingPoints from AnimMontages and converted them to regular AnimNotifies. |
VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES | 419 | Enforce const-correctness in Blueprint implementations of native C++ const class methods |
VER_UE4_ADD_PIVOT_TO_WIDGET_COMPONENT | 420 | Added pivot to widget components, need to load old versions as a 0,0 pivot, new default is 0.5,0.5 |
VER_UE4_PAWN_AUTO_POSSESS_AI | 421 | Added finer control over when AI Pawns are automatically possessed. Also renamed Pawn.AutoPossess to Pawn.AutoPossessPlayer indicate this was a setting for players and not AI. |
VER_UE4_FTEXT_HISTORY_DATE_TIMEZONE | 422 | Added serialization of timezone to FTextHistory for AsDate operations. |
VER_UE4_SORT_ACTIVE_BONE_INDICES | 423 | Sort ActiveBoneIndices on lods so that we can avoid doing it at run time |
VER_UE4_PERFRAME_MATERIAL_UNIFORM_EXPRESSIONS | 424 | Added per-frame material uniform expressions |
VER_UE4_MIKKTSPACE_IS_DEFAULT | 425 | Make MikkTSpace the default tangent space calculation method for static meshes. |
VER_UE4_LANDSCAPE_GRASS_COOKING | 426 | Only applies to cooked files, grass cooking support. |
VER_UE4_FIX_SKEL_VERT_ORIENT_MESH_PARTICLES | 427 | Fixed code for using the bOrientMeshEmitters property. |
VER_UE4_LANDSCAPE_STATIC_SECTION_OFFSET | 428 | Do not change landscape section offset on load under world composition |
VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION | 429 | New options for navigation data runtime generation (static, modifiers only, dynamic) |
VER_UE4_MATERIAL_MASKED_BLENDMODE_TIDY | 430 | Tidied up material's handling of masked blend mode. |
VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED | 431 | Original version of VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7; renumbered to prevent blocking promotion in main. |
VER_UE4_AFTER_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED | 432 | Original version of VER_UE4_AFTER_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7; renumbered to prevent blocking promotion in main. |
VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7 | 433 | After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch |
VER_UE4_AFTER_MERGING_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7 | 434 | After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch |
VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA | 435 | Landscape grass weightmap data is now generated in the editor and serialized. |
VER_UE4_OPTIONALLY_CLEAR_GPU_EMITTERS_ON_INIT | 436 | New property to optionally prevent gpu emitters clearing existing particles on Init(). |
VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA_MATERIAL_GUID | 437 | Also store the Material guid with the landscape grass data |
VER_UE4_BLUEPRINT_GENERATED_CLASS_COMPONENT_TEMPLATES_PUBLIC | 438 | Make sure that all template components from blueprint generated classes are flagged as public |
VER_UE4_ACTOR_COMPONENT_CREATION_METHOD | 439 | Split out creation method on ActorComponents to distinguish between native, instance, and simple or user construction script |
VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE | 440 | K2Node_Event now uses FMemberReference for handling references |
VER_UE4_STRUCT_GUID_IN_PROPERTY_TAG | 441 | FPropertyTag stores GUID of struct |
VER_UE4_REMOVE_UNUSED_UPOLYS_FROM_UMODEL | 442 | Remove unused UPolys from UModel cooked content |
VER_UE4_REBUILD_HIERARCHICAL_INSTANCE_TREES | 443 | This doesn't do anything except trigger a rebuild on HISMC cluster trees, in this case to get a good "occlusion query" level |
VER_UE4_PACKAGE_SUMMARY_HAS_COMPATIBLE_ENGINE_VERSION | 444 | Package summary includes an CompatibleWithEngineVersion field, separately to the version it's saved with |
VER_UE4_TRACK_UCS_MODIFIED_PROPERTIES | 445 | Track UCS modified properties on Actor Components |
VER_UE4_LANDSCAPE_SPLINE_CROSS_LEVEL_MESHES | 446 | Allowed landscape spline meshes to be stored into landscape streaming levels rather than the spline's level |
VER_UE4_DEPRECATE_USER_WIDGET_DESIGN_SIZE | 447 | Deprecate the variables used for sizing in the designer on UUserWidget |
VER_UE4_ADD_EDITOR_VIEWS | 448 | Make the editor views array dynamically sized |
VER_UE4_FOLIAGE_WITH_ASSET_OR_CLASS | 449 | Updated foliage to work with either FoliageType assets or blueprint classes |
VER_UE4_BODYINSTANCE_BINARY_SERIALIZATION | 450 | Allows PhysicsSerializer to serialize shapes and actors for faster load times |
VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION | 451 | Added fastcall data serialization directly in UFunction |
VER_UE4_INTERPCURVE_SUPPORTS_LOOPING | 452 | Changes to USplineComponent and FInterpCurve |
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_DITHERED_LOD_TRANSITION | 453 | Material Instances overriding base material LOD transitions |
VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES | 454 | Serialize ES2 textures separately rather than overwriting the properties used on other platforms |
VER_UE4_CONSTRAINT_INSTANCE_MOTOR_FLAGS | 455 | Constraint motor velocity is broken into per-component |
VER_UE4_SERIALIZE_PINTYPE_CONST | 456 | Serialize bIsConst in FEdGraphPinType |
VER_UE4_LIBRARY_CATEGORIES_AS_FTEXT | 457 | Change UMaterialFunction::LibraryCategories to LibraryCategoriesText (old assets were saved before auto-conversion of FArrayProperty was possible) |
VER_UE4_SKIP_DUPLICATE_EXPORTS_ON_SAVE_PACKAGE | 458 | Check for duplicate exports while saving packages. |
VER_UE4_SERIALIZE_TEXT_IN_PACKAGES | 459 | Pre-gathering of gatherable, localizable text in packages to optimize text gathering operation times |
VER_UE4_ADD_BLEND_MODE_TO_WIDGET_COMPONENT | 460 | Added pivot to widget components, need to load old versions as a 0,0 pivot, new default is 0.5,0.5 |
VER_UE4_NEW_LIGHTMASS_PRIMITIVE_SETTING | 461 | Added lightmass primitive setting |
VER_UE4_REPLACE_SPRING_NOZ_PROPERTY | 462 | Deprecate NoZSpring property on spring nodes to be replaced with TranslateZ property |
VER_UE4_TIGHTLY_PACKED_ENUMS | 463 | Keep enums tight and serialize their values as pairs of FName and value. Don't insert dummy values. |
VER_UE4_ASSET_IMPORT_DATA_AS_JSON | 464 | Changed Asset import data to serialize file meta data as JSON |
VER_UE4_TEXTURE_LEGACY_GAMMA | 465 | Legacy gamma support for textures. |
VER_UE4_ADDED_NATIVE_SERIALIZATION_FOR_IMMUTABLE_STRUCTURES | 466 | Added WithSerializer for basic native structures like FVector, FColor etc to improve serialization performance |
VER_UE4_DEPRECATE_UMG_STYLE_OVERRIDES | 467 | Deprecated attributes that override the style on UMG widgets |
VER_UE4_STATIC_SHADOWMAP_PENUMBRA_SIZE | 468 | Shadowmap penumbra size stored |
VER_UE4_NIAGARA_DATA_OBJECT_DEV_UI_FIX | 469 | Fix BC on Niagara effects from the data object and dev UI changes. |
VER_UE4_FIXED_DEFAULT_ORIENTATION_OF_WIDGET_COMPONENT | 470 | Fixed the default orientation of widget component so it faces down +x |
VER_UE4_REMOVED_MATERIAL_USED_WITH_UI_FLAG | 471 | Removed bUsedWithUI flag from UMaterial and replaced it with a new material domain for UI |
VER_UE4_CHARACTER_MOVEMENT_ADD_BRAKING_FRICTION | 472 | Added braking friction separate from turning friction. |
VER_UE4_BSP_UNDO_FIX | 473 | Removed TTransArrays from UModel |
VER_UE4_DYNAMIC_PARAMETER_DEFAULT_VALUE | 474 | Added default value to dynamic parameter. |
VER_UE4_STATIC_MESH_EXTENDED_BOUNDS | 475 | Added ExtendedBounds to StaticMesh |
VER_UE4_ADDED_NON_LINEAR_TRANSITION_BLENDS | 476 | Added non-linear blending to anim transitions, deprecating old types |
VER_UE4_AO_MATERIAL_MASK | 477 | AO Material Mask texture |
VER_UE4_NAVIGATION_AGENT_SELECTOR | 478 | Replaced navigation agents selection with single structure |
VER_UE4_MESH_PARTICLE_COLLISIONS_CONSIDER_PARTICLE_SIZE | 479 | Mesh particle collisions consider particle size. |
VER_UE4_BUILD_MESH_ADJ_BUFFER_FLAG_EXPOSED | 480 | Adjacency buffer building no longer automatically handled based on triangle count, user-controlled |
VER_UE4_MAX_ANGULAR_VELOCITY_DEFAULT | 481 | Change the default max angular velocity |
VER_UE4_APEX_CLOTH_TESSELLATION | 482 | Build Adjacency index buffer for clothing tessellation |
VER_UE4_DECAL_SIZE | 483 | Added DecalSize member, solved backward compatibility |
VER_UE4_KEEP_ONLY_PACKAGE_NAMES_IN_STRING_ASSET_REFERENCES_MAP | 484 | Keep only package names in StringAssetReferencesMap |
VER_UE4_COOKED_ASSETS_IN_EDITOR_SUPPORT | 485 | Support sound cue not saving out editor only data |
VER_UE4_DIALOGUE_WAVE_NAMESPACE_AND_CONTEXT_CHANGES | 486 | Updated dialogue wave localization gathering logic. |
VER_UE4_MAKE_ROT_RENAME_AND_REORDER | 487 | Renamed MakeRot MakeRotator and rearranged parameters. |
VER_UE4_K2NODE_VAR_REFERENCEGUIDS | 488 | K2Node_Variable will properly have the VariableReference Guid set if available |
VER_UE4_SOUND_CONCURRENCY_PACKAGE | 489 | Added support for sound concurrency settings structure and overrides |
VER_UE4_USERWIDGET_DEFAULT_FOCUSABLE_FALSE | 490 | Changing the default value for focusable user widgets to false |
VER_UE4_BLUEPRINT_CUSTOM_EVENT_CONST_INPUT | 491 | Custom event nodes implicitly set 'const' on array and non-array pass-by-reference input params |
VER_UE4_USE_LOW_PASS_FILTER_FREQ | 492 | Renamed HighFrequencyGain to LowPassFilterFrequency |
VER_UE4_NO_ANIM_BP_CLASS_IN_GAMEPLAY_CODE | 493 | UAnimBlueprintGeneratedClass can be replaced by a dynamic class. Use TSubclassOf UAnimInstance instead. |
VER_UE4_SCS_STORES_ALLNODES_ARRAY | 494 | The SCS keeps a list of all nodes in its hierarchy rather than recursively building it each time it is requested |
VER_UE4_FBX_IMPORT_DATA_RANGE_ENCAPSULATION | 495 | Moved StartRange and EndRange in UFbxAnimSequenceImportData to use FInt32Interval |
VER_UE4_CAMERA_COMPONENT_ATTACH_TO_ROOT | 496 | Adding a new root scene component to camera component |
VER_UE4_INSTANCED_STEREO_UNIFORM_UPDATE | 497 | Updating custom material expression nodes for instanced stereo implementation |
VER_UE4_STREAMABLE_TEXTURE_MIN_MAX_DISTANCE | 498 | Texture streaming min and max distance to handle HLOD |
VER_UE4_INJECT_BLUEPRINT_STRUCT_PIN_CONVERSION_NODES | 499 | Fixing up invalid struct-to-struct pin connections by injecting available conversion nodes |
VER_UE4_INNER_ARRAY_TAG_INFO | 500 | Saving tag data for Array Property's inner property |
VER_UE4_FIX_SLOT_NAME_DUPLICATION | 501 | Fixed duplicating slot node names in skeleton due to skeleton preload on compile |
VER_UE4_STREAMABLE_TEXTURE_AABB | 502 | Texture streaming using AABBs instead of Spheres |
VER_UE4_PROPERTY_GUID_IN_PROPERTY_TAG | 503 | FPropertyTag stores GUID of property |
VER_UE4_NAME_HASHES_SERIALIZED | 504 | Name table hashes are calculated and saved out rather than at load time |
VER_UE4_INSTANCED_STEREO_UNIFORM_REFACTOR | 505 | Updating custom material expression nodes for instanced stereo implementation refactor |
VER_UE4_COMPRESSED_SHADER_RESOURCES | 506 | Added compression to the shader resource for memory savings |
VER_UE4_PRELOAD_DEPENDENCIES_IN_COOKED_EXPORTS | 507 | Cooked files contain the dependency graph for the event driven loader (the serialization is largely independent of the use of the new loader) |
VER_UE4_TemplateIndex_IN_COOKED_EXPORTS | 508 | Cooked files contain the TemplateIndex used by the event driven loader (the serialization is largely independent of the use of the new loader, i.e. this will be null if cooking for the old loader) |
VER_UE4_PROPERTY_TAG_SET_MAP_SUPPORT | 509 | FPropertyTag includes contained type(s) for Set and Map properties |
VER_UE4_ADDED_SEARCHABLE_NAMES | 510 | Added SearchableNames to the package summary and asset registry |
VER_UE4_64BIT_EXPORTMAP_SERIALSIZES | 511 | Increased size of SerialSize and SerialOffset in export map entries to 64 bit, allow support for bigger files |
VER_UE4_SKYLIGHT_MOBILE_IRRADIANCE_MAP | 512 | Sky light stores IrradianceMap for mobile renderer. |
VER_UE4_ADDED_SWEEP_WHILE_WALKING_FLAG | 513 | Added flag to control sweep behavior while walking in UCharacterMovementComponent. |
VER_UE4_ADDED_SOFT_OBJECT_PATH | 514 | StringAssetReference changed to SoftObjectPath and swapped to serialize as a name+string instead of a string |
VER_UE4_POINTLIGHT_SOURCE_ORIENTATION | 515 | Changed the source orientation of point lights to match spot lights (z axis) |
VER_UE4_ADDED_PACKAGE_SUMMARY_LOCALIZATION_ID | 516 | LocalizationId has been added to the package summary (editor-only) |
VER_UE4_FIX_WIDE_STRING_CRC | 517 | Fixed case insensitive hashes of wide strings containing character values from 128-255 |
VER_UE4_ADDED_PACKAGE_OWNER | 518 | Added package owner to allow private references |
VER_UE4_SKINWEIGHT_PROFILE_DATA_LAYOUT_CHANGES | 519 | Changed the data layout for skin weight profile data |
VER_UE4_NON_OUTER_PACKAGE_IMPORT | 520 | Added import that can have package different than their outer |
VER_UE4_ASSETREGISTRY_DEPENDENCYFLAGS | 521 | Added DependencyFlags to AssetRegistry |
VER_UE4_CORRECT_LICENSEE_FLAG | 522 | Fixed corrupt licensee flag in 4.26 assets |
VER_UE4_AUTOMATIC_VERSION | 522 | The newest specified version of the Unreal Engine. |
ObjectVersionUE5
Namespace: UAssetAPI.UnrealTypes
An enum used to represent the global object version of UE5.
public enum ObjectVersionUE5
Inheritance Object → ValueType → Enum → ObjectVersionUE5
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TBox<T>
Namespace: UAssetAPI.UnrealTypes
Axis-aligned box collision geometry. Consists of a core AABB with a margin. The margin should be considered physically part of the * box - it pads the faces and rounds the corners.
public struct TBox<T>
Type Parameters
T
Inheritance Object → ValueType → TBox<T>
Implements ICloneable
Fields
Min
public T Min;
Max
public T Max;
IsValid
public byte IsValid;
Constructors
TBox(T, T, Byte)
TBox(T min, T max, byte isValid)
Parameters
min
T
max
T
isValid
Byte
TBox(AssetBinaryReader, Func<T>)
TBox(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
int Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
Returns
Clone()
object Clone()
Returns
TMap<TKey, TValue>
Namespace: UAssetAPI.UnrealTypes
A dictionary object that allows rapid hash lookups using keys, but also maintains the key insertion order so that values can be retrieved by key index.
public class TMap<TKey, TValue> : IOrderedDictionary`2, , , , System.Collections.IEnumerable, System.Collections.Specialized.IOrderedDictionary, System.Collections.IDictionary, System.Collections.ICollection
Type Parameters
TKey
TValue
Inheritance Object → TMap<TKey, TValue>
Implements IOrderedDictionary<TKey, TValue>, IDictionary<TKey, TValue>, ICollection<KeyValuePair<TKey, TValue>>, IEnumerable<KeyValuePair<TKey, TValue>>, IEnumerable, IOrderedDictionary, IDictionary, ICollection
Properties
Item
public TValue Item { get; set; }
Property Value
TValue
Item
public TValue Item { get; set; }
Property Value
TValue
Count
Gets the number of items in the dictionary
public int Count { get; }
Property Value
Keys
Gets all the keys in the ordered dictionary in their proper order.
public ICollection<TKey> Keys { get; }
Property Value
ICollection<TKey>
Values
Gets all the values in the ordered dictionary in their proper order.
public ICollection<TValue> Values { get; }
Property Value
ICollection<TValue>
Comparer
Gets the key comparer for this dictionary
public IEqualityComparer<TKey> Comparer { get; private set; }
Property Value
IEqualityComparer<TKey>
Constructors
TMap()
public TMap()
TMap(IEqualityComparer<TKey>)
public TMap(IEqualityComparer<TKey> comparer)
Parameters
comparer
IEqualityComparer<TKey>
TMap(IOrderedDictionary<TKey, TValue>)
public TMap(IOrderedDictionary<TKey, TValue> dictionary)
Parameters
dictionary
IOrderedDictionary<TKey, TValue>
TMap(IOrderedDictionary<TKey, TValue>, IEqualityComparer<TKey>)
public TMap(IOrderedDictionary<TKey, TValue> dictionary, IEqualityComparer<TKey> comparer)
Parameters
dictionary
IOrderedDictionary<TKey, TValue>
comparer
IEqualityComparer<TKey>
TMap(IEnumerable<KeyValuePair<TKey, TValue>>)
public TMap(IEnumerable<KeyValuePair<TKey, TValue>> items)
Parameters
items
IEnumerable<KeyValuePair<TKey, TValue>>
TMap(IEnumerable<KeyValuePair<TKey, TValue>>, IEqualityComparer<TKey>)
public TMap(IEnumerable<KeyValuePair<TKey, TValue>> items, IEqualityComparer<TKey> comparer)
Parameters
items
IEnumerable<KeyValuePair<TKey, TValue>>
comparer
IEqualityComparer<TKey>
Methods
Add(TKey, TValue)
Adds the specified key and value to the dictionary.
public void Add(TKey key, TValue value)
Parameters
key
TKey
The key of the element to add.
value
TValue
The value of the element to add. The value can be null for reference types.
Clear()
Removes all keys and values from this object.
public void Clear()
Insert(Int32, TKey, TValue)
Inserts a new key-value pair at the index specified.
public void Insert(int index, TKey key, TValue value)
Parameters
index
Int32
The insertion index. This value must be between 0 and the count of items in this object.
key
TKey
A unique key for the element to add
value
TValue
The value of the element to add. Can be null for reference types.
IndexOf(TKey)
Gets the index of the key specified.
public int IndexOf(TKey key)
Parameters
key
TKey
The key whose index will be located
Returns
Int32
Returns the index of the key specified if found. Returns -1 if the key could not be located.
ContainsValue(TValue)
Determines whether this object contains the specified value.
public bool ContainsValue(TValue value)
Parameters
value
TValue
The value to locate in this object.
Returns
Boolean
True if the value is found. False otherwise.
ContainsValue(TValue, IEqualityComparer<TValue>)
Determines whether this object contains the specified value.
public bool ContainsValue(TValue value, IEqualityComparer<TValue> comparer)
Parameters
value
TValue
The value to locate in this object.
comparer
IEqualityComparer<TValue>
The equality comparer used to locate the specified value in this object.
Returns
Boolean
True if the value is found. False otherwise.
ContainsKey(TKey)
Determines whether this object contains the specified key.
public bool ContainsKey(TKey key)
Parameters
key
TKey
The key to locate in this object.
Returns
Boolean
True if the key is found. False otherwise.
GetItem(Int32)
Returns the KeyValuePair at the index specified.
public KeyValuePair<TKey, TValue> GetItem(int index)
Parameters
index
Int32
The index of the KeyValuePair desired
Returns
KeyValuePair<TKey, TValue>
Exceptions
ArgumentOutOfRangeException
Thrown when the index specified does not refer to a KeyValuePair in this object
SetItem(Int32, TValue)
Sets the value at the index specified.
public void SetItem(int index, TValue value)
Parameters
index
Int32
The index of the value desired
value
TValue
The value to set
Exceptions
ArgumentOutOfRangeException
Thrown when the index specified does not refer to a KeyValuePair in this object
GetEnumerator()
Returns an enumerator that iterates through all the KeyValuePairs in this object.
public IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()
Returns
IEnumerator<KeyValuePair<TKey, TValue>>
Remove(TKey)
Removes the key-value pair for the specified key.
public bool Remove(TKey key)
Parameters
key
TKey
The key to remove from the dictionary.
Returns
Boolean
True if the item specified existed and the removal was successful. False otherwise.
RemoveAt(Int32)
Removes the key-value pair at the specified index.
public void RemoveAt(int index)
Parameters
index
Int32
The index of the key-value pair to remove from the dictionary.
GetValue(TKey)
Gets the value associated with the specified key.
public TValue GetValue(TKey key)
Parameters
key
TKey
The key associated with the value to get.
Returns
TValue
SetValue(TKey, TValue)
Sets the value associated with the specified key.
public void SetValue(TKey key, TValue value)
Parameters
key
TKey
The key associated with the value to set.
value
TValue
The the value to set.
TryGetValue(TKey, TValue&)
Tries to get the value associated with the specified key.
public bool TryGetValue(TKey key, TValue& value)
Parameters
key
TKey
The key of the desired element.
value
TValue&
When this method returns, contains the value associated with the specified key if
that key was found. Otherwise it will contain the default value for parameter's type.
This parameter should be provided uninitialized.
Returns
Boolean
True if the value was found. False otherwise.
Remarks:
SortKeys()
public void SortKeys()
SortKeys(IComparer<TKey>)
public void SortKeys(IComparer<TKey> comparer)
Parameters
comparer
IComparer<TKey>
SortKeys(Comparison<TKey>)
public void SortKeys(Comparison<TKey> comparison)
Parameters
comparison
Comparison<TKey>
SortValues()
public void SortValues()
SortValues(IComparer<TValue>)
public void SortValues(IComparer<TValue> comparer)
Parameters
comparer
IComparer<TValue>
SortValues(Comparison<TValue>)
public void SortValues(Comparison<TValue> comparison)
Parameters
comparison
Comparison<TValue>
TPerQualityLevel<T>
Namespace: UAssetAPI.UnrealTypes
public struct TPerQualityLevel<T>
Type Parameters
T
Inheritance Object → ValueType → TPerQualityLevel<T>
Fields
bCooked
public bool bCooked;
Default
public T Default;
PerQuality
public Dictionary<int, T> PerQuality;
Constructors
TPerQualityLevel(Boolean, T, Dictionary<Int32, T>)
TPerQualityLevel(bool _bCooked, T _default, Dictionary<int, T> perQuality)
Parameters
_bCooked
Boolean
_default
T
perQuality
Dictionary<Int32, T>
TPerQualityLevel(AssetBinaryReader, Func<T>)
TPerQualityLevel(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
int Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
Returns
TRange<T>
Namespace: UAssetAPI.UnrealTypes
public struct TRange<T>
Type Parameters
T
Inheritance Object → ValueType → TRange<T>
Fields
LowerBound
public TRangeBound<T> LowerBound;
UpperBound
public TRangeBound<T> UpperBound;
Constructors
TRange(TRangeBound<T>, TRangeBound<T>)
TRange(TRangeBound<T> lowerBound, TRangeBound<T> upperBound)
Parameters
lowerBound
TRangeBound<T>
upperBound
TRangeBound<T>
TRange(AssetBinaryReader, Func<T>)
TRange(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
void Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
TRangeBound<T>
Namespace: UAssetAPI.UnrealTypes
Template for range bounds.
public struct TRangeBound<T>
Type Parameters
T
Inheritance Object → ValueType → TRangeBound<T>
Fields
Type
public ERangeBoundTypes Type;
Value
public T Value;
Constructors
TRangeBound(ERangeBoundTypes, T)
TRangeBound(ERangeBoundTypes type, T value)
Parameters
type
ERangeBoundTypes
value
T
TRangeBound(AssetBinaryReader, Func<T>)
TRangeBound(AssetBinaryReader reader, Func<T> valueReader)
Parameters
reader
AssetBinaryReader
valueReader
Func<T>
Methods
Write(AssetBinaryWriter, Action<T>)
void Write(AssetBinaryWriter writer, Action<T> valueWriter)
Parameters
writer
AssetBinaryWriter
valueWriter
Action<T>
UE4VersionToObjectVersion
Namespace: UAssetAPI.UnrealTypes
public enum UE4VersionToObjectVersion
Inheritance Object → ValueType → Enum → UE4VersionToObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
UE5VersionToObjectVersion
Namespace: UAssetAPI.UnrealTypes
public enum UE5VersionToObjectVersion
Inheritance Object → ValueType → Enum → UE5VersionToObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
UniqueNetIdReplPropertyData
Namespace: UAssetAPI.UnrealTypes
public class UniqueNetIdReplPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FUniqueNetId]], System.ICloneable
Inheritance Object → PropertyData → PropertyData<FUniqueNetId> → UniqueNetIdReplPropertyData
Implements ICloneable
Fields
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FUniqueNetId Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
UniqueNetIdReplPropertyData(FName)
public UniqueNetIdReplPropertyData(FName name)
Parameters
name
FName
UniqueNetIdReplPropertyData()
public UniqueNetIdReplPropertyData()
Methods
Read(AssetBinaryReader, Boolean, Int64, Int64, PropertySerializationContext)
public void Read(AssetBinaryReader reader, bool includeHeader, long leng1, long leng2, PropertySerializationContext serializationContext)
Parameters
reader
AssetBinaryReader
includeHeader
Boolean
leng1
Int64
leng2
Int64
serializationContext
PropertySerializationContext
Write(AssetBinaryWriter, Boolean, PropertySerializationContext)
public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)
Parameters
writer
AssetBinaryWriter
includeHeader
Boolean
serializationContext
PropertySerializationContext
Returns
AnimationCompressionFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum AnimationCompressionFormat
Inheritance Object → ValueType → Enum → AnimationCompressionFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
AnimationKeyFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum AnimationKeyFormat
Inheritance Object → ValueType → Enum → AnimationKeyFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
AnimPhysCollisionType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum AnimPhysCollisionType
Inheritance Object → ValueType → Enum → AnimPhysCollisionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
AnimPhysTwistAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum AnimPhysTwistAxis
Inheritance Object → ValueType → Enum → AnimPhysTwistAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
Beam2SourceTargetMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum Beam2SourceTargetMethod
Inheritance Object → ValueType → Enum → Beam2SourceTargetMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
Beam2SourceTargetTangentMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum Beam2SourceTargetTangentMethod
Inheritance Object → ValueType → Enum → Beam2SourceTargetTangentMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
BeamModifierType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum BeamModifierType
Inheritance Object → ValueType → Enum → BeamModifierType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
CylinderHeightAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum CylinderHeightAxis
Inheritance Object → ValueType → Enum → CylinderHeightAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
DistributionParamMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum DistributionParamMode
Inheritance Object → ValueType → Enum → DistributionParamMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EActorUpdateOverlapsMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EActorUpdateOverlapsMethod
Inheritance Object → ValueType → Enum → EActorUpdateOverlapsMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAdditiveAnimationType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAdditiveAnimationType
Inheritance Object → ValueType → Enum → EAdditiveAnimationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAdditiveBasePoseType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAdditiveBasePoseType
Inheritance Object → ValueType → Enum → EAdditiveBasePoseType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAdManagerDelegate
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAdManagerDelegate
Inheritance Object → ValueType → Enum → EAdManagerDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAirAbsorptionMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAirAbsorptionMethod
Inheritance Object → ValueType → Enum → EAirAbsorptionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAlphaBlendOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAlphaBlendOption
Inheritance Object → ValueType → Enum → EAlphaBlendOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAlphaChannelMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAlphaChannelMode
Inheritance Object → ValueType → Enum → EAlphaChannelMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAngularConstraintMotion
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAngularConstraintMotion
Inheritance Object → ValueType → Enum → EAngularConstraintMotion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAngularDriveMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAngularDriveMode
Inheritance Object → ValueType → Enum → EAngularDriveMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimAlphaInputType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimAlphaInputType
Inheritance Object → ValueType → Enum → EAnimAlphaInputType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimAssetCurveFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimAssetCurveFlags
Inheritance Object → ValueType → Enum → EAnimAssetCurveFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimationMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimationMode
Inheritance Object → ValueType → Enum → EAnimationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimCurveType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimCurveType
Inheritance Object → ValueType → Enum → EAnimCurveType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimGroupRole
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimGroupRole
Inheritance Object → ValueType → Enum → EAnimGroupRole
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimInterpolationType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimInterpolationType
Inheritance Object → ValueType → Enum → EAnimInterpolationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimLinkMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimLinkMethod
Inheritance Object → ValueType → Enum → EAnimLinkMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAnimNotifyEventType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAnimNotifyEventType
Inheritance Object → ValueType → Enum → EAnimNotifyEventType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAntiAliasingMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAntiAliasingMethod
Inheritance Object → ValueType → Enum → EAntiAliasingMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EApplicationState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EApplicationState
Inheritance Object → ValueType → Enum → EApplicationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAspectRatioAxisConstraint
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAspectRatioAxisConstraint
Inheritance Object → ValueType → Enum → EAspectRatioAxisConstraint
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAttachLocation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAttachLocation
Inheritance Object → ValueType → Enum → EAttachLocation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAttachmentRule
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAttachmentRule
Inheritance Object → ValueType → Enum → EAttachmentRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAttenuationDistanceModel
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAttenuationDistanceModel
Inheritance Object → ValueType → Enum → EAttenuationDistanceModel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAttenuationShape
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAttenuationShape
Inheritance Object → ValueType → Enum → EAttenuationShape
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAttractorParticleSelectionMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAttractorParticleSelectionMethod
Inheritance Object → ValueType → Enum → EAttractorParticleSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAudioComponentPlayState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAudioComponentPlayState
Inheritance Object → ValueType → Enum → EAudioComponentPlayState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAudioFaderCurve
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAudioFaderCurve
Inheritance Object → ValueType → Enum → EAudioFaderCurve
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAudioOutputTarget
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAudioOutputTarget
Inheritance Object → ValueType → Enum → EAudioOutputTarget
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAudioRecordingExportType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAudioRecordingExportType
Inheritance Object → ValueType → Enum → EAudioRecordingExportType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAutoExposureMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAutoExposureMethod
Inheritance Object → ValueType → Enum → EAutoExposureMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAutoExposureMethodUI
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAutoExposureMethodUI
Inheritance Object → ValueType → Enum → EAutoExposureMethodUI
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAutoPossessAI
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAutoPossessAI
Inheritance Object → ValueType → Enum → EAutoPossessAI
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAutoReceiveInput
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAutoReceiveInput
Inheritance Object → ValueType → Enum → EAutoReceiveInput
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EAxisOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EAxisOption
Inheritance Object → ValueType → Enum → EAxisOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBeam2Method
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBeam2Method
Inheritance Object → ValueType → Enum → EBeam2Method
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBeamTaperMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBeamTaperMethod
Inheritance Object → ValueType → Enum → EBeamTaperMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlendableLocation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlendableLocation
Inheritance Object → ValueType → Enum → EBlendableLocation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlendMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlendMode
Inheritance Object → ValueType → Enum → EBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlendSpaceAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlendSpaceAxis
Inheritance Object → ValueType → Enum → EBlendSpaceAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBloomMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBloomMethod
Inheritance Object → ValueType → Enum → EBloomMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlueprintCompileMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlueprintCompileMode
Inheritance Object → ValueType → Enum → EBlueprintCompileMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlueprintNativizationFlag
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlueprintNativizationFlag
Inheritance Object → ValueType → Enum → EBlueprintNativizationFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlueprintPinStyleType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlueprintPinStyleType
Inheritance Object → ValueType → Enum → EBlueprintPinStyleType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlueprintStatus
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlueprintStatus
Inheritance Object → ValueType → Enum → EBlueprintStatus
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBlueprintType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBlueprintType
Inheritance Object → ValueType → Enum → EBlueprintType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBodyCollisionResponse
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBodyCollisionResponse
Inheritance Object → ValueType → Enum → EBodyCollisionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneAxis
Inheritance Object → ValueType → Enum → EBoneAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneControlSpace
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneControlSpace
Inheritance Object → ValueType → Enum → EBoneControlSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneFilterActionOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneFilterActionOption
Inheritance Object → ValueType → Enum → EBoneFilterActionOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneRotationSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneRotationSource
Inheritance Object → ValueType → Enum → EBoneRotationSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneSpaces
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneSpaces
Inheritance Object → ValueType → Enum → EBoneSpaces
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneTranslationRetargetingMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneTranslationRetargetingMode
Inheritance Object → ValueType → Enum → EBoneTranslationRetargetingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBoneVisibilityStatus
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBoneVisibilityStatus
Inheritance Object → ValueType → Enum → EBoneVisibilityStatus
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EBrushType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EBrushType
Inheritance Object → ValueType → Enum → EBrushType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECameraAlphaBlendMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECameraAlphaBlendMode
Inheritance Object → ValueType → Enum → ECameraAlphaBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECameraAnimPlaySpace
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECameraAnimPlaySpace
Inheritance Object → ValueType → Enum → ECameraAnimPlaySpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECameraProjectionMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECameraProjectionMode
Inheritance Object → ValueType → Enum → ECameraProjectionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECameraShakeAttenuation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECameraShakeAttenuation
Inheritance Object → ValueType → Enum → ECameraShakeAttenuation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECanBeCharacterBase
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECanBeCharacterBase
Inheritance Object → ValueType → Enum → ECanBeCharacterBase
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECanCreateConnectionResponse
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECanCreateConnectionResponse
Inheritance Object → ValueType → Enum → ECanCreateConnectionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EChannelMaskParameterColor
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EChannelMaskParameterColor
Inheritance Object → ValueType → Enum → EChannelMaskParameterColor
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EClampMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EClampMode
Inheritance Object → ValueType → Enum → EClampMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EClearSceneOptions
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EClearSceneOptions
Inheritance Object → ValueType → Enum → EClearSceneOptions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EClothMassMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EClothMassMode
Inheritance Object → ValueType → Enum → EClothMassMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECloudStorageDelegate
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECloudStorageDelegate
Inheritance Object → ValueType → Enum → ECloudStorageDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECollisionChannel
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECollisionChannel
Inheritance Object → ValueType → Enum → ECollisionChannel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECollisionEnabled
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECollisionEnabled
Inheritance Object → ValueType → Enum → ECollisionEnabled
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECollisionResponse
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECollisionResponse
Inheritance Object → ValueType → Enum → ECollisionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECollisionTraceFlag
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECollisionTraceFlag
Inheritance Object → ValueType → Enum → ECollisionTraceFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EComponentCreationMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EComponentCreationMethod
Inheritance Object → ValueType → Enum → EComponentCreationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EComponentMobility
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EComponentMobility
Inheritance Object → ValueType → Enum → EComponentMobility
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EComponentSocketType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EComponentSocketType
Inheritance Object → ValueType → Enum → EComponentSocketType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EComponentType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EComponentType
Inheritance Object → ValueType → Enum → EComponentType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECompositeTextureMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECompositeTextureMode
Inheritance Object → ValueType → Enum → ECompositeTextureMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECompositingSampleCount
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECompositingSampleCount
Inheritance Object → ValueType → Enum → ECompositingSampleCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EConstraintFrame
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EConstraintFrame
Inheritance Object → ValueType → Enum → EConstraintFrame
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EConstraintTransform
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EConstraintTransform
Inheritance Object → ValueType → Enum → EConstraintTransform
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EControlConstraint
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EControlConstraint
Inheritance Object → ValueType → Enum → EControlConstraint
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EControllerAnalogStick
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EControllerAnalogStick
Inheritance Object → ValueType → Enum → EControllerAnalogStick
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECopyType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECopyType
Inheritance Object → ValueType → Enum → ECopyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECsgOper
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECsgOper
Inheritance Object → ValueType → Enum → ECsgOper
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECurveBlendOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECurveBlendOption
Inheritance Object → ValueType → Enum → ECurveBlendOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECurveTableMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECurveTableMode
Inheritance Object → ValueType → Enum → ECurveTableMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECustomDepthStencil
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECustomDepthStencil
Inheritance Object → ValueType → Enum → ECustomDepthStencil
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECustomMaterialOutputType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECustomMaterialOutputType
Inheritance Object → ValueType → Enum → ECustomMaterialOutputType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECustomTimeStepSynchronizationState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ECustomTimeStepSynchronizationState
Inheritance Object → ValueType → Enum → ECustomTimeStepSynchronizationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDecalBlendMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDecalBlendMode
Inheritance Object → ValueType → Enum → EDecalBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDecompressionType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDecompressionType
Inheritance Object → ValueType → Enum → EDecompressionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDefaultBackBufferPixelFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDefaultBackBufferPixelFormat
Inheritance Object → ValueType → Enum → EDefaultBackBufferPixelFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDemoPlayFailure
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDemoPlayFailure
Inheritance Object → ValueType → Enum → EDemoPlayFailure
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDepthOfFieldFunctionValue
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDepthOfFieldFunctionValue
Inheritance Object → ValueType → Enum → EDepthOfFieldFunctionValue
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDepthOfFieldMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDepthOfFieldMethod
Inheritance Object → ValueType → Enum → EDepthOfFieldMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDetachmentRule
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDetachmentRule
Inheritance Object → ValueType → Enum → EDetachmentRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDetailMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDetailMode
Inheritance Object → ValueType → Enum → EDetailMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDistributionVectorLockFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDistributionVectorLockFlags
Inheritance Object → ValueType → Enum → EDistributionVectorLockFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDistributionVectorMirrorFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDistributionVectorMirrorFlags
Inheritance Object → ValueType → Enum → EDistributionVectorMirrorFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDOFMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDOFMode
Inheritance Object → ValueType → Enum → EDOFMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDrawDebugItemType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDrawDebugItemType
Inheritance Object → ValueType → Enum → EDrawDebugItemType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDrawDebugTrace
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDrawDebugTrace
Inheritance Object → ValueType → Enum → EDrawDebugTrace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EDynamicForceFeedbackAction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EDynamicForceFeedbackAction
Inheritance Object → ValueType → Enum → EDynamicForceFeedbackAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEarlyZPass
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEarlyZPass
Inheritance Object → ValueType → Enum → EEarlyZPass
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEasingFunc
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEasingFunc
Inheritance Object → ValueType → Enum → EEasingFunc
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEdGraphPinDirection
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEdGraphPinDirection
Inheritance Object → ValueType → Enum → EEdGraphPinDirection
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEmitterDynamicParameterValue
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEmitterDynamicParameterValue
Inheritance Object → ValueType → Enum → EEmitterDynamicParameterValue
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEmitterNormalsMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEmitterNormalsMode
Inheritance Object → ValueType → Enum → EEmitterNormalsMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEmitterRenderMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEmitterRenderMode
Inheritance Object → ValueType → Enum → EEmitterRenderMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEndPlayReason
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEndPlayReason
Inheritance Object → ValueType → Enum → EEndPlayReason
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEvaluateCurveTableResult
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEvaluateCurveTableResult
Inheritance Object → ValueType → Enum → EEvaluateCurveTableResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEvaluatorDataSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEvaluatorDataSource
Inheritance Object → ValueType → Enum → EEvaluatorDataSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EEvaluatorMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EEvaluatorMode
Inheritance Object → ValueType → Enum → EEvaluatorMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFastArraySerializerDeltaFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFastArraySerializerDeltaFlags
Inheritance Object → ValueType → Enum → EFastArraySerializerDeltaFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFilterInterpolationType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFilterInterpolationType
Inheritance Object → ValueType → Enum → EFilterInterpolationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFontCacheType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFontCacheType
Inheritance Object → ValueType → Enum → EFontCacheType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFontImportCharacterSet
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFontImportCharacterSet
Inheritance Object → ValueType → Enum → EFontImportCharacterSet
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFormatArgumentType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFormatArgumentType
Inheritance Object → ValueType → Enum → EFormatArgumentType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFrictionCombineMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFrictionCombineMode
Inheritance Object → ValueType → Enum → EFrictionCombineMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFullyLoadPackageType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFullyLoadPackageType
Inheritance Object → ValueType → Enum → EFullyLoadPackageType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EFunctionInputType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EFunctionInputType
Inheritance Object → ValueType → Enum → EFunctionInputType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EGBufferFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EGBufferFormat
Inheritance Object → ValueType → Enum → EGBufferFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EGrammaticalGender
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EGrammaticalGender
Inheritance Object → ValueType → Enum → EGrammaticalGender
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EGrammaticalNumber
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EGrammaticalNumber
Inheritance Object → ValueType → Enum → EGrammaticalNumber
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EGraphAxisStyle
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EGraphAxisStyle
Inheritance Object → ValueType → Enum → EGraphAxisStyle
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EGraphDataStyle
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EGraphDataStyle
Inheritance Object → ValueType → Enum → EGraphDataStyle
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EGraphType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EGraphType
Inheritance Object → ValueType → Enum → EGraphType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EHasCustomNavigableGeometry
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EHasCustomNavigableGeometry
Inheritance Object → ValueType → Enum → EHasCustomNavigableGeometry
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EHitProxyPriority
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EHitProxyPriority
Inheritance Object → ValueType → Enum → EHitProxyPriority
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EHorizTextAligment
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EHorizTextAligment
Inheritance Object → ValueType → Enum → EHorizTextAligment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EImportanceLevel
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EImportanceLevel
Inheritance Object → ValueType → Enum → EImportanceLevel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EImportanceWeight
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EImportanceWeight
Inheritance Object → ValueType → Enum → EImportanceWeight
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EIndirectLightingCacheQuality
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EIndirectLightingCacheQuality
Inheritance Object → ValueType → Enum → EIndirectLightingCacheQuality
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInertializationBoneState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInertializationBoneState
Inheritance Object → ValueType → Enum → EInertializationBoneState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInertializationSpace
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInertializationSpace
Inheritance Object → ValueType → Enum → EInertializationSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInertializationState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInertializationState
Inheritance Object → ValueType → Enum → EInertializationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInitialOscillatorOffset
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInitialOscillatorOffset
Inheritance Object → ValueType → Enum → EInitialOscillatorOffset
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInputEvent
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInputEvent
Inheritance Object → ValueType → Enum → EInputEvent
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInterpMoveAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInterpMoveAxis
Inheritance Object → ValueType → Enum → EInterpMoveAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInterpToBehaviourType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInterpToBehaviourType
Inheritance Object → ValueType → Enum → EInterpToBehaviourType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EInterpTrackMoveRotMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EInterpTrackMoveRotMode
Inheritance Object → ValueType → Enum → EInterpTrackMoveRotMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EKinematicBonesUpdateToPhysics
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EKinematicBonesUpdateToPhysics
Inheritance Object → ValueType → Enum → EKinematicBonesUpdateToPhysics
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELandscapeCullingPrecision
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELandscapeCullingPrecision
Inheritance Object → ValueType → Enum → ELandscapeCullingPrecision
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELegendPosition
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELegendPosition
Inheritance Object → ValueType → Enum → ELegendPosition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELerpInterpolationMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELerpInterpolationMode
Inheritance Object → ValueType → Enum → ELerpInterpolationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELightingBuildQuality
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELightingBuildQuality
Inheritance Object → ValueType → Enum → ELightingBuildQuality
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELightMapPaddingType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELightMapPaddingType
Inheritance Object → ValueType → Enum → ELightMapPaddingType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELightmapType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELightmapType
Inheritance Object → ValueType → Enum → ELightmapType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELightUnits
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELightUnits
Inheritance Object → ValueType → Enum → ELightUnits
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELinearConstraintMotion
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELinearConstraintMotion
Inheritance Object → ValueType → Enum → ELinearConstraintMotion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELocationBoneSocketSelectionMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELocationBoneSocketSelectionMethod
Inheritance Object → ValueType → Enum → ELocationBoneSocketSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELocationBoneSocketSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELocationBoneSocketSource
Inheritance Object → ValueType → Enum → ELocationBoneSocketSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELocationEmitterSelectionMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELocationEmitterSelectionMethod
Inheritance Object → ValueType → Enum → ELocationEmitterSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ELocationSkelVertSurfaceSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ELocationSkelVertSurfaceSource
Inheritance Object → ValueType → Enum → ELocationSkelVertSurfaceSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialAttributeBlend
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialAttributeBlend
Inheritance Object → ValueType → Enum → EMaterialAttributeBlend
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialDecalResponse
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialDecalResponse
Inheritance Object → ValueType → Enum → EMaterialDecalResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialDomain
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialDomain
Inheritance Object → ValueType → Enum → EMaterialDomain
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialExposedTextureProperty
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialExposedTextureProperty
Inheritance Object → ValueType → Enum → EMaterialExposedTextureProperty
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialExposedViewProperty
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialExposedViewProperty
Inheritance Object → ValueType → Enum → EMaterialExposedViewProperty
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialFunctionUsage
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialFunctionUsage
Inheritance Object → ValueType → Enum → EMaterialFunctionUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialMergeType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialMergeType
Inheritance Object → ValueType → Enum → EMaterialMergeType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialParameterAssociation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialParameterAssociation
Inheritance Object → ValueType → Enum → EMaterialParameterAssociation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialPositionTransformSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialPositionTransformSource
Inheritance Object → ValueType → Enum → EMaterialPositionTransformSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialProperty
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialProperty
Inheritance Object → ValueType → Enum → EMaterialProperty
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialSamplerType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialSamplerType
Inheritance Object → ValueType → Enum → EMaterialSamplerType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialSceneAttributeInputMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialSceneAttributeInputMode
Inheritance Object → ValueType → Enum → EMaterialSceneAttributeInputMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialShadingModel
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialShadingModel
Inheritance Object → ValueType → Enum → EMaterialShadingModel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialStencilCompare
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialStencilCompare
Inheritance Object → ValueType → Enum → EMaterialStencilCompare
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialTessellationMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialTessellationMode
Inheritance Object → ValueType → Enum → EMaterialTessellationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialUsage
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialUsage
Inheritance Object → ValueType → Enum → EMaterialUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialVectorCoordTransform
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialVectorCoordTransform
Inheritance Object → ValueType → Enum → EMaterialVectorCoordTransform
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaterialVectorCoordTransformSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaterialVectorCoordTransformSource
Inheritance Object → ValueType → Enum → EMaterialVectorCoordTransformSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMatrixColumns
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMatrixColumns
Inheritance Object → ValueType → Enum → EMatrixColumns
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMaxConcurrentResolutionRule
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMaxConcurrentResolutionRule
Inheritance Object → ValueType → Enum → EMaxConcurrentResolutionRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshBufferAccess
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshBufferAccess
Inheritance Object → ValueType → Enum → EMeshBufferAccess
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshCameraFacingOptions
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshCameraFacingOptions
Inheritance Object → ValueType → Enum → EMeshCameraFacingOptions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshCameraFacingUpAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshCameraFacingUpAxis
Inheritance Object → ValueType → Enum → EMeshCameraFacingUpAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshFeatureImportance
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshFeatureImportance
Inheritance Object → ValueType → Enum → EMeshFeatureImportance
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshInstancingReplacementMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshInstancingReplacementMethod
Inheritance Object → ValueType → Enum → EMeshInstancingReplacementMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshLODSelectionType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshLODSelectionType
Inheritance Object → ValueType → Enum → EMeshLODSelectionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshMergeType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshMergeType
Inheritance Object → ValueType → Enum → EMeshMergeType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMeshScreenAlignment
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMeshScreenAlignment
Inheritance Object → ValueType → Enum → EMeshScreenAlignment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMicroTransactionDelegate
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMicroTransactionDelegate
Inheritance Object → ValueType → Enum → EMicroTransactionDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMicroTransactionResult
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMicroTransactionResult
Inheritance Object → ValueType → Enum → EMicroTransactionResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMobileMSAASampleCount
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMobileMSAASampleCount
Inheritance Object → ValueType → Enum → EMobileMSAASampleCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EModuleType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EModuleType
Inheritance Object → ValueType → Enum → EModuleType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMonoChannelUpmixMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMonoChannelUpmixMethod
Inheritance Object → ValueType → Enum → EMonoChannelUpmixMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMontageNotifyTickType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMontageNotifyTickType
Inheritance Object → ValueType → Enum → EMontageNotifyTickType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMontagePlayReturnType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMontagePlayReturnType
Inheritance Object → ValueType → Enum → EMontagePlayReturnType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMontageSubStepResult
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMontageSubStepResult
Inheritance Object → ValueType → Enum → EMontageSubStepResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMouseCaptureMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMouseCaptureMode
Inheritance Object → ValueType → Enum → EMouseCaptureMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMouseLockMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMouseLockMode
Inheritance Object → ValueType → Enum → EMouseLockMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMoveComponentAction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMoveComponentAction
Inheritance Object → ValueType → Enum → EMoveComponentAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EMovementMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EMovementMode
Inheritance Object → ValueType → Enum → EMovementMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENaturalSoundFalloffMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENaturalSoundFalloffMode
Inheritance Object → ValueType → Enum → ENaturalSoundFalloffMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENavDataGatheringMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENavDataGatheringMode
Inheritance Object → ValueType → Enum → ENavDataGatheringMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENavDataGatheringModeConfig
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENavDataGatheringModeConfig
Inheritance Object → ValueType → Enum → ENavDataGatheringModeConfig
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENavigationOptionFlag
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENavigationOptionFlag
Inheritance Object → ValueType → Enum → ENavigationOptionFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENavigationQueryResult
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENavigationQueryResult
Inheritance Object → ValueType → Enum → ENavigationQueryResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENavLinkDirection
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENavLinkDirection
Inheritance Object → ValueType → Enum → ENavLinkDirection
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENavPathEvent
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENavPathEvent
Inheritance Object → ValueType → Enum → ENavPathEvent
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENetDormancy
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENetDormancy
Inheritance Object → ValueType → Enum → ENetDormancy
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENetRole
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENetRole
Inheritance Object → ValueType → Enum → ENetRole
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENetworkFailure
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENetworkFailure
Inheritance Object → ValueType → Enum → ENetworkFailure
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENetworkLagState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENetworkLagState
Inheritance Object → ValueType → Enum → ENetworkLagState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENetworkSmoothingMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENetworkSmoothingMode
Inheritance Object → ValueType → Enum → ENetworkSmoothingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENodeAdvancedPins
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENodeAdvancedPins
Inheritance Object → ValueType → Enum → ENodeAdvancedPins
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENodeEnabledState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENodeEnabledState
Inheritance Object → ValueType → Enum → ENodeEnabledState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENodeTitleType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENodeTitleType
Inheritance Object → ValueType → Enum → ENodeTitleType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENoiseFunction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENoiseFunction
Inheritance Object → ValueType → Enum → ENoiseFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENormalMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENormalMode
Inheritance Object → ValueType → Enum → ENormalMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENotifyFilterType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENotifyFilterType
Inheritance Object → ValueType → Enum → ENotifyFilterType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ENotifyTriggerMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ENotifyTriggerMode
Inheritance Object → ValueType → Enum → ENotifyTriggerMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EObjectTypeQuery
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EObjectTypeQuery
Inheritance Object → ValueType → Enum → EObjectTypeQuery
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EOcclusionCombineMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EOcclusionCombineMode
Inheritance Object → ValueType → Enum → EOcclusionCombineMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EOpacitySourceMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EOpacitySourceMode
Inheritance Object → ValueType → Enum → EOpacitySourceMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EOptimizationType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EOptimizationType
Inheritance Object → ValueType → Enum → EOptimizationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EOrbitChainMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EOrbitChainMode
Inheritance Object → ValueType → Enum → EOrbitChainMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EOscillatorWaveform
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EOscillatorWaveform
Inheritance Object → ValueType → Enum → EOscillatorWaveform
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EOverlapFilterOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EOverlapFilterOption
Inheritance Object → ValueType → Enum → EOverlapFilterOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPanningMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPanningMethod
Inheritance Object → ValueType → Enum → EPanningMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleAxisLock
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleAxisLock
Inheritance Object → ValueType → Enum → EParticleAxisLock
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleBurstMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleBurstMethod
Inheritance Object → ValueType → Enum → EParticleBurstMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleCameraOffsetUpdateMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleCameraOffsetUpdateMethod
Inheritance Object → ValueType → Enum → EParticleCameraOffsetUpdateMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleCollisionComplete
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleCollisionComplete
Inheritance Object → ValueType → Enum → EParticleCollisionComplete
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleCollisionMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleCollisionMode
Inheritance Object → ValueType → Enum → EParticleCollisionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleCollisionResponse
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleCollisionResponse
Inheritance Object → ValueType → Enum → EParticleCollisionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleDetailMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleDetailMode
Inheritance Object → ValueType → Enum → EParticleDetailMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleEventType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleEventType
Inheritance Object → ValueType → Enum → EParticleEventType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleScreenAlignment
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleScreenAlignment
Inheritance Object → ValueType → Enum → EParticleScreenAlignment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSignificanceLevel
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSignificanceLevel
Inheritance Object → ValueType → Enum → EParticleSignificanceLevel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSortMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSortMode
Inheritance Object → ValueType → Enum → EParticleSortMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSourceSelectionMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSourceSelectionMethod
Inheritance Object → ValueType → Enum → EParticleSourceSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSubUVInterpMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSubUVInterpMethod
Inheritance Object → ValueType → Enum → EParticleSubUVInterpMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSysParamType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSysParamType
Inheritance Object → ValueType → Enum → EParticleSysParamType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSystemInsignificanceReaction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSystemInsignificanceReaction
Inheritance Object → ValueType → Enum → EParticleSystemInsignificanceReaction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSystemOcclusionBoundsMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSystemOcclusionBoundsMethod
Inheritance Object → ValueType → Enum → EParticleSystemOcclusionBoundsMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleSystemUpdateMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleSystemUpdateMode
Inheritance Object → ValueType → Enum → EParticleSystemUpdateMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EParticleUVFlipMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EParticleUVFlipMode
Inheritance Object → ValueType → Enum → EParticleUVFlipMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPhysBodyOp
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPhysBodyOp
Inheritance Object → ValueType → Enum → EPhysBodyOp
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPhysicalMaterialMaskColor
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPhysicalMaterialMaskColor
Inheritance Object → ValueType → Enum → EPhysicalMaterialMaskColor
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPhysicalSurface
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPhysicalSurface
Inheritance Object → ValueType → Enum → EPhysicalSurface
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPhysicsTransformUpdateMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPhysicsTransformUpdateMode
Inheritance Object → ValueType → Enum → EPhysicsTransformUpdateMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPhysicsType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPhysicsType
Inheritance Object → ValueType → Enum → EPhysicsType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPinContainerType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPinContainerType
Inheritance Object → ValueType → Enum → EPinContainerType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPinHidingMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPinHidingMode
Inheritance Object → ValueType → Enum → EPinHidingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPlaneConstraintAxisSetting
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPlaneConstraintAxisSetting
Inheritance Object → ValueType → Enum → EPlaneConstraintAxisSetting
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPlatformInterfaceDataType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPlatformInterfaceDataType
Inheritance Object → ValueType → Enum → EPlatformInterfaceDataType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPostCopyOperation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPostCopyOperation
Inheritance Object → ValueType → Enum → EPostCopyOperation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPreviewAnimationBlueprintApplicationMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPreviewAnimationBlueprintApplicationMethod
Inheritance Object → ValueType → Enum → EPreviewAnimationBlueprintApplicationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPrimaryAssetCookRule
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPrimaryAssetCookRule
Inheritance Object → ValueType → Enum → EPrimaryAssetCookRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPriorityAttenuationMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPriorityAttenuationMethod
Inheritance Object → ValueType → Enum → EPriorityAttenuationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EProxyNormalComputationMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EProxyNormalComputationMethod
Inheritance Object → ValueType → Enum → EProxyNormalComputationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPSCPoolMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EPSCPoolMethod
Inheritance Object → ValueType → Enum → EPSCPoolMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EQuitPreference
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EQuitPreference
Inheritance Object → ValueType → Enum → EQuitPreference
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERadialImpulseFalloff
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERadialImpulseFalloff
Inheritance Object → ValueType → Enum → ERadialImpulseFalloff
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERawCurveTrackTypes
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERawCurveTrackTypes
Inheritance Object → ValueType → Enum → ERawCurveTrackTypes
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERayTracingGlobalIlluminationType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERayTracingGlobalIlluminationType
Inheritance Object → ValueType → Enum → ERayTracingGlobalIlluminationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EReflectedAndRefractedRayTracedShadows
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EReflectedAndRefractedRayTracedShadows
Inheritance Object → ValueType → Enum → EReflectedAndRefractedRayTracedShadows
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EReflectionSourceType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EReflectionSourceType
Inheritance Object → ValueType → Enum → EReflectionSourceType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EReflectionsType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EReflectionsType
Inheritance Object → ValueType → Enum → EReflectionsType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERefractionMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERefractionMode
Inheritance Object → ValueType → Enum → ERefractionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERelativeTransformSpace
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERelativeTransformSpace
Inheritance Object → ValueType → Enum → ERelativeTransformSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERendererStencilMask
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERendererStencilMask
Inheritance Object → ValueType → Enum → ERendererStencilMask
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERenderFocusRule
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERenderFocusRule
Inheritance Object → ValueType → Enum → ERenderFocusRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EReporterLineStyle
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EReporterLineStyle
Inheritance Object → ValueType → Enum → EReporterLineStyle
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EReverbSendMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EReverbSendMethod
Inheritance Object → ValueType → Enum → EReverbSendMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERichCurveCompressionFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERichCurveCompressionFormat
Inheritance Object → ValueType → Enum → ERichCurveCompressionFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERichCurveExtrapolation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERichCurveExtrapolation
Inheritance Object → ValueType → Enum → ERichCurveExtrapolation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERichCurveInterpMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERichCurveInterpMode
Inheritance Object → ValueType → Enum → ERichCurveInterpMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERichCurveKeyTimeCompressionFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERichCurveKeyTimeCompressionFormat
Inheritance Object → ValueType → Enum → ERichCurveKeyTimeCompressionFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERichCurveTangentMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERichCurveTangentMode
Inheritance Object → ValueType → Enum → ERichCurveTangentMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERichCurveTangentWeightMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERichCurveTangentWeightMode
Inheritance Object → ValueType → Enum → ERichCurveTangentWeightMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERootMotionAccumulateMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERootMotionAccumulateMode
Inheritance Object → ValueType → Enum → ERootMotionAccumulateMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERootMotionFinishVelocityMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERootMotionFinishVelocityMode
Inheritance Object → ValueType → Enum → ERootMotionFinishVelocityMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERootMotionMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERootMotionMode
Inheritance Object → ValueType → Enum → ERootMotionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERootMotionRootLock
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERootMotionRootLock
Inheritance Object → ValueType → Enum → ERootMotionRootLock
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERootMotionSourceSettingsFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERootMotionSourceSettingsFlags
Inheritance Object → ValueType → Enum → ERootMotionSourceSettingsFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERootMotionSourceStatusFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERootMotionSourceStatusFlags
Inheritance Object → ValueType → Enum → ERootMotionSourceStatusFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERotatorQuantization
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERotatorQuantization
Inheritance Object → ValueType → Enum → ERotatorQuantization
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERoundingMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERoundingMode
Inheritance Object → ValueType → Enum → ERoundingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERuntimeVirtualTextureMainPassType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERuntimeVirtualTextureMainPassType
Inheritance Object → ValueType → Enum → ERuntimeVirtualTextureMainPassType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERuntimeVirtualTextureMaterialType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERuntimeVirtualTextureMaterialType
Inheritance Object → ValueType → Enum → ERuntimeVirtualTextureMaterialType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ERuntimeVirtualTextureMipValueMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ERuntimeVirtualTextureMipValueMode
Inheritance Object → ValueType → Enum → ERuntimeVirtualTextureMipValueMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESamplerSourceMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESamplerSourceMode
Inheritance Object → ValueType → Enum → ESamplerSourceMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESceneCaptureCompositeMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESceneCaptureCompositeMode
Inheritance Object → ValueType → Enum → ESceneCaptureCompositeMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESceneCapturePrimitiveRenderMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESceneCapturePrimitiveRenderMode
Inheritance Object → ValueType → Enum → ESceneCapturePrimitiveRenderMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESceneCaptureSource
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESceneCaptureSource
Inheritance Object → ValueType → Enum → ESceneCaptureSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESceneDepthPriorityGroup
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESceneDepthPriorityGroup
Inheritance Object → ValueType → Enum → ESceneDepthPriorityGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESceneTextureId
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESceneTextureId
Inheritance Object → ValueType → Enum → ESceneTextureId
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EScreenOrientation
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EScreenOrientation
Inheritance Object → ValueType → Enum → EScreenOrientation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESendLevelControlMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESendLevelControlMethod
Inheritance Object → ValueType → Enum → ESendLevelControlMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESettingsDOF
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESettingsDOF
Inheritance Object → ValueType → Enum → ESettingsDOF
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESettingsLockedAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESettingsLockedAxis
Inheritance Object → ValueType → Enum → ESettingsLockedAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EShadowMapFlags
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EShadowMapFlags
Inheritance Object → ValueType → Enum → EShadowMapFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESkeletalMeshGeoImportVersions
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESkeletalMeshGeoImportVersions
Inheritance Object → ValueType → Enum → ESkeletalMeshGeoImportVersions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESkeletalMeshSkinningImportVersions
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESkeletalMeshSkinningImportVersions
Inheritance Object → ValueType → Enum → ESkeletalMeshSkinningImportVersions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESkinCacheDefaultBehavior
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESkinCacheDefaultBehavior
Inheritance Object → ValueType → Enum → ESkinCacheDefaultBehavior
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESkinCacheUsage
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESkinCacheUsage
Inheritance Object → ValueType → Enum → ESkinCacheUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESkyAtmosphereTransformMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESkyAtmosphereTransformMode
Inheritance Object → ValueType → Enum → ESkyAtmosphereTransformMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESkyLightSourceType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESkyLightSourceType
Inheritance Object → ValueType → Enum → ESkyLightSourceType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESlateGesture
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESlateGesture
Inheritance Object → ValueType → Enum → ESlateGesture
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESleepFamily
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESleepFamily
Inheritance Object → ValueType → Enum → ESleepFamily
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESoundDistanceCalc
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESoundDistanceCalc
Inheritance Object → ValueType → Enum → ESoundDistanceCalc
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESoundGroup
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESoundGroup
Inheritance Object → ValueType → Enum → ESoundGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESoundSpatializationAlgorithm
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESoundSpatializationAlgorithm
Inheritance Object → ValueType → Enum → ESoundSpatializationAlgorithm
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESoundWaveFFTSize
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESoundWaveFFTSize
Inheritance Object → ValueType → Enum → ESoundWaveFFTSize
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESoundWaveLoadingBehavior
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESoundWaveLoadingBehavior
Inheritance Object → ValueType → Enum → ESoundWaveLoadingBehavior
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESourceBusChannels
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESourceBusChannels
Inheritance Object → ValueType → Enum → ESourceBusChannels
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESourceBusSendLevelControlMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESourceBusSendLevelControlMethod
Inheritance Object → ValueType → Enum → ESourceBusSendLevelControlMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESpawnActorCollisionHandlingMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESpawnActorCollisionHandlingMethod
Inheritance Object → ValueType → Enum → ESpawnActorCollisionHandlingMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESpeedTreeGeometryType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESpeedTreeGeometryType
Inheritance Object → ValueType → Enum → ESpeedTreeGeometryType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESpeedTreeLODType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESpeedTreeLODType
Inheritance Object → ValueType → Enum → ESpeedTreeLODType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESpeedTreeWindType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESpeedTreeWindType
Inheritance Object → ValueType → Enum → ESpeedTreeWindType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESplineCoordinateSpace
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESplineCoordinateSpace
Inheritance Object → ValueType → Enum → ESplineCoordinateSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESplineMeshAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESplineMeshAxis
Inheritance Object → ValueType → Enum → ESplineMeshAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESplinePointType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESplinePointType
Inheritance Object → ValueType → Enum → ESplinePointType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EStandbyType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EStandbyType
Inheritance Object → ValueType → Enum → EStandbyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EStaticMeshReductionTerimationCriterion
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EStaticMeshReductionTerimationCriterion
Inheritance Object → ValueType → Enum → EStaticMeshReductionTerimationCriterion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EStereoLayerShape
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EStereoLayerShape
Inheritance Object → ValueType → Enum → EStereoLayerShape
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EStereoLayerType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EStereoLayerType
Inheritance Object → ValueType → Enum → EStereoLayerType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EStreamingVolumeUsage
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EStreamingVolumeUsage
Inheritance Object → ValueType → Enum → EStreamingVolumeUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESubmixSendMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESubmixSendMethod
Inheritance Object → ValueType → Enum → ESubmixSendMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESubUVBoundingVertexCount
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESubUVBoundingVertexCount
Inheritance Object → ValueType → Enum → ESubUVBoundingVertexCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESuggestProjVelocityTraceOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ESuggestProjVelocityTraceOption
Inheritance Object → ValueType → Enum → ESuggestProjVelocityTraceOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETeleportType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETeleportType
Inheritance Object → ValueType → Enum → ETeleportType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETemperatureSeverityType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETemperatureSeverityType
Inheritance Object → ValueType → Enum → ETemperatureSeverityType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextGender
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextGender
Inheritance Object → ValueType → Enum → ETextGender
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureColorChannel
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureColorChannel
Inheritance Object → ValueType → Enum → ETextureColorChannel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureCompressionQuality
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureCompressionQuality
Inheritance Object → ValueType → Enum → ETextureCompressionQuality
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureLossyCompressionAmount
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureLossyCompressionAmount
Inheritance Object → ValueType → Enum → ETextureLossyCompressionAmount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureMipCount
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureMipCount
Inheritance Object → ValueType → Enum → ETextureMipCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureMipLoadOptions
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureMipLoadOptions
Inheritance Object → ValueType → Enum → ETextureMipLoadOptions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureMipValueMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureMipValueMode
Inheritance Object → ValueType → Enum → ETextureMipValueMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETexturePowerOfTwoSetting
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETexturePowerOfTwoSetting
Inheritance Object → ValueType → Enum → ETexturePowerOfTwoSetting
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureRenderTargetFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureRenderTargetFormat
Inheritance Object → ValueType → Enum → ETextureRenderTargetFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureSamplerFilter
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureSamplerFilter
Inheritance Object → ValueType → Enum → ETextureSamplerFilter
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureSizingType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureSizingType
Inheritance Object → ValueType → Enum → ETextureSizingType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureSourceArtType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureSourceArtType
Inheritance Object → ValueType → Enum → ETextureSourceArtType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETextureSourceFormat
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETextureSourceFormat
Inheritance Object → ValueType → Enum → ETextureSourceFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETickingGroup
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETickingGroup
Inheritance Object → ValueType → Enum → ETickingGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETimecodeProviderSynchronizationState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETimecodeProviderSynchronizationState
Inheritance Object → ValueType → Enum → ETimecodeProviderSynchronizationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETimelineDirection
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETimelineDirection
Inheritance Object → ValueType → Enum → ETimelineDirection
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETimelineLengthMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETimelineLengthMode
Inheritance Object → ValueType → Enum → ETimelineLengthMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETimelineSigType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETimelineSigType
Inheritance Object → ValueType → Enum → ETimelineSigType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETimeStretchCurveMapping
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETimeStretchCurveMapping
Inheritance Object → ValueType → Enum → ETimeStretchCurveMapping
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETraceTypeQuery
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETraceTypeQuery
Inheritance Object → ValueType → Enum → ETraceTypeQuery
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETrackActiveCondition
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETrackActiveCondition
Inheritance Object → ValueType → Enum → ETrackActiveCondition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETrackToggleAction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETrackToggleAction
Inheritance Object → ValueType → Enum → ETrackToggleAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETrail2SourceMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETrail2SourceMethod
Inheritance Object → ValueType → Enum → ETrail2SourceMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETrailsRenderAxisOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETrailsRenderAxisOption
Inheritance Object → ValueType → Enum → ETrailsRenderAxisOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETrailWidthMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETrailWidthMode
Inheritance Object → ValueType → Enum → ETrailWidthMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETransitionBlendMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETransitionBlendMode
Inheritance Object → ValueType → Enum → ETransitionBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETransitionLogicType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETransitionLogicType
Inheritance Object → ValueType → Enum → ETransitionLogicType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETransitionType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETransitionType
Inheritance Object → ValueType → Enum → ETransitionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETranslucencyLightingMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETranslucencyLightingMode
Inheritance Object → ValueType → Enum → ETranslucencyLightingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETranslucencyType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETranslucencyType
Inheritance Object → ValueType → Enum → ETranslucencyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETranslucentSortPolicy
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETranslucentSortPolicy
Inheritance Object → ValueType → Enum → ETranslucentSortPolicy
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETravelFailure
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETravelFailure
Inheritance Object → ValueType → Enum → ETravelFailure
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETravelType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETravelType
Inheritance Object → ValueType → Enum → ETravelType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETwitterIntegrationDelegate
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETwitterIntegrationDelegate
Inheritance Object → ValueType → Enum → ETwitterIntegrationDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETwitterRequestMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETwitterRequestMethod
Inheritance Object → ValueType → Enum → ETwitterRequestMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ETypeAdvanceAnim
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ETypeAdvanceAnim
Inheritance Object → ValueType → Enum → ETypeAdvanceAnim
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EUIScalingRule
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EUIScalingRule
Inheritance Object → ValueType → Enum → EUIScalingRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EUpdateRateShiftBucket
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EUpdateRateShiftBucket
Inheritance Object → ValueType → Enum → EUpdateRateShiftBucket
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EUserDefinedStructureStatus
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EUserDefinedStructureStatus
Inheritance Object → ValueType → Enum → EUserDefinedStructureStatus
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EUVOutput
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EUVOutput
Inheritance Object → ValueType → Enum → EUVOutput
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVectorFieldConstructionOp
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVectorFieldConstructionOp
Inheritance Object → ValueType → Enum → EVectorFieldConstructionOp
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVectorNoiseFunction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVectorNoiseFunction
Inheritance Object → ValueType → Enum → EVectorNoiseFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVectorQuantization
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVectorQuantization
Inheritance Object → ValueType → Enum → EVectorQuantization
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVertexPaintAxis
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVertexPaintAxis
Inheritance Object → ValueType → Enum → EVertexPaintAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVerticalTextAligment
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVerticalTextAligment
Inheritance Object → ValueType → Enum → EVerticalTextAligment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EViewModeIndex
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EViewModeIndex
Inheritance Object → ValueType → Enum → EViewModeIndex
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EViewTargetBlendFunction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EViewTargetBlendFunction
Inheritance Object → ValueType → Enum → EViewTargetBlendFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVirtualizationMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVirtualizationMode
Inheritance Object → ValueType → Enum → EVirtualizationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVisibilityAggressiveness
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVisibilityAggressiveness
Inheritance Object → ValueType → Enum → EVisibilityAggressiveness
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVisibilityBasedAnimTickOption
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVisibilityBasedAnimTickOption
Inheritance Object → ValueType → Enum → EVisibilityBasedAnimTickOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVisibilityTrackAction
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVisibilityTrackAction
Inheritance Object → ValueType → Enum → EVisibilityTrackAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVisibilityTrackCondition
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVisibilityTrackCondition
Inheritance Object → ValueType → Enum → EVisibilityTrackCondition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVoiceSampleRate
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVoiceSampleRate
Inheritance Object → ValueType → Enum → EVoiceSampleRate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EVolumeLightingMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EVolumeLightingMethod
Inheritance Object → ValueType → Enum → EVolumeLightingMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EWalkableSlopeBehavior
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EWalkableSlopeBehavior
Inheritance Object → ValueType → Enum → EWalkableSlopeBehavior
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EWindowMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EWindowMode
Inheritance Object → ValueType → Enum → EWindowMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EWindowTitleBarMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EWindowTitleBarMode
Inheritance Object → ValueType → Enum → EWindowTitleBarMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EWindSourceType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EWindSourceType
Inheritance Object → ValueType → Enum → EWindSourceType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EWorldPositionIncludedOffsets
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum EWorldPositionIncludedOffsets
Inheritance Object → ValueType → Enum → EWorldPositionIncludedOffsets
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
FNavigationSystemRunMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum FNavigationSystemRunMode
Inheritance Object → ValueType → Enum → FNavigationSystemRunMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ModulationParamMode
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ModulationParamMode
Inheritance Object → ValueType → Enum → ModulationParamMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ParticleReplayState
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ParticleReplayState
Inheritance Object → ValueType → Enum → ParticleReplayState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ParticleSystemLODMethod
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ParticleSystemLODMethod
Inheritance Object → ValueType → Enum → ParticleSystemLODMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ReverbPreset
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum ReverbPreset
Inheritance Object → ValueType → Enum → ReverbPreset
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
SkeletalMeshOptimizationImportance
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum SkeletalMeshOptimizationImportance
Inheritance Object → ValueType → Enum → SkeletalMeshOptimizationImportance
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
SkeletalMeshOptimizationType
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum SkeletalMeshOptimizationType
Inheritance Object → ValueType → Enum → SkeletalMeshOptimizationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
SkeletalMeshTerminationCriterion
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum SkeletalMeshTerminationCriterion
Inheritance Object → ValueType → Enum → SkeletalMeshTerminationCriterion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TextureAddress
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum TextureAddress
Inheritance Object → ValueType → Enum → TextureAddress
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TextureCompressionSettings
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum TextureCompressionSettings
Inheritance Object → ValueType → Enum → TextureCompressionSettings
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TextureFilter
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum TextureFilter
Inheritance Object → ValueType → Enum → TextureFilter
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TextureGroup
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum TextureGroup
Inheritance Object → ValueType → Enum → TextureGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
TextureMipGenSettings
Namespace: UAssetAPI.UnrealTypes.EngineEnums
public enum TextureMipGenSettings
Inheritance Object → ValueType → Enum → TextureMipGenSettings
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECompressionMethod
Namespace: UAssetAPI.Unversioned
public enum ECompressionMethod
Inheritance Object → ValueType → Enum → ECompressionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ECustomVersionSerializationFormat
Namespace: UAssetAPI.Unversioned
public enum ECustomVersionSerializationFormat
Inheritance Object → ValueType → Enum → ECustomVersionSerializationFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
EPropertyType
Namespace: UAssetAPI.Unversioned
public enum EPropertyType
Inheritance Object → ValueType → Enum → EPropertyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
ESaveGameFileVersion
Namespace: UAssetAPI.Unversioned
public enum ESaveGameFileVersion
Inheritance Object → ValueType → Enum → ESaveGameFileVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
FFragment
Namespace: UAssetAPI.Unversioned
Unversioned header fragment.
public class FFragment
Inheritance Object → FFragment
Fields
SkipNum
Number of properties to skip before values.
public int SkipNum;
ValueNum
Number of subsequent property values stored.
public int ValueNum;
bIsLast
Is this the last fragment of the header?
public bool bIsLast;
FirstNum
public int FirstNum;
bHasAnyZeroes
public bool bHasAnyZeroes;
Properties
LastNum
public int LastNum { get; }
Property Value
Constructors
FFragment()
public FFragment()
FFragment(Int32, Int32, Boolean, Boolean, Int32)
public FFragment(int skipNum, int valueNum, bool bIsLast, bool bHasAnyZeroes, int firstNum)
Parameters
skipNum
Int32
valueNum
Int32
bIsLast
Boolean
bHasAnyZeroes
Boolean
firstNum
Int32
Methods
ToString()
public string ToString()
Returns
Pack()
public ushort Pack()
Returns
Unpack(UInt16)
public static FFragment Unpack(ushort Int)
Parameters
Int
UInt16
Returns
GetFromBounds(Int32, Int32, Int32, Boolean, Boolean)
public static FFragment GetFromBounds(int LastNumBefore, int FirstNum, int LastNum, bool hasAnyZeros, bool isLast)
Parameters
LastNumBefore
Int32
FirstNum
Int32
LastNum
Int32
hasAnyZeros
Boolean
isLast
Boolean
Returns
FUnversionedHeader
Namespace: UAssetAPI.Unversioned
List of serialized property indices and which of them are non-zero. Serialized as a stream of 16-bit skip-x keep-y fragments and a zero bitmask.
public class FUnversionedHeader
Inheritance Object → FUnversionedHeader
Fields
Fragments
public LinkedList<FFragment> Fragments;
CurrentFragment
public LinkedListNode<FFragment> CurrentFragment;
UnversionedPropertyIndex
public int UnversionedPropertyIndex;
ZeroMaskIndex
public int ZeroMaskIndex;
ZeroMaskNum
public uint ZeroMaskNum;
ZeroMask
public BitArray ZeroMask;
bHasNonZeroValues
public bool bHasNonZeroValues;
Constructors
FUnversionedHeader(AssetBinaryReader)
public FUnversionedHeader(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
FUnversionedHeader()
public FUnversionedHeader()
Methods
Read(AssetBinaryReader)
public void Read(AssetBinaryReader reader)
Parameters
reader
AssetBinaryReader
LoadZeroMaskData(AssetBinaryReader, UInt32)
public void LoadZeroMaskData(AssetBinaryReader reader, uint NumBits)
Parameters
reader
AssetBinaryReader
NumBits
UInt32
SaveZeroMaskData()
public Byte[] SaveZeroMaskData()
Returns
CheckIfZeroMaskIsAllOnes()
public bool CheckIfZeroMaskIsAllOnes()
Returns
Write(AssetBinaryWriter)
public void Write(AssetBinaryWriter writer)
Parameters
writer
AssetBinaryWriter
HasValues()
public bool HasValues()
Returns
HasNonZeroValues()
public bool HasNonZeroValues()
Returns
Oodle
Namespace: UAssetAPI.Unversioned
public class Oodle
Fields
OODLE_DOWNLOAD_LINK
public static string OODLE_DOWNLOAD_LINK;
OODLE_DLL_NAME
public static string OODLE_DLL_NAME;
Constructors
Oodle()
public Oodle()
Methods
Decompress(Byte[], Int32, Int32)
public static Byte[] Decompress(Byte[] buffer, int size, int uncompressedSize)
Parameters
buffer
Byte[]
size
Int32
uncompressedSize
Int32
Returns
SaveGame
Namespace: UAssetAPI.Unversioned
Represents an Unreal save game file. Parsing is only implemented for engine and custom version data.
public class SaveGame
Fields
FilePath
The path of the file on disk.
public string FilePath;
SaveGameFileVersion
public ESaveGameFileVersion SaveGameFileVersion;
ObjectVersion
public ObjectVersion ObjectVersion;
ObjectVersionUE5
public ObjectVersionUE5 ObjectVersionUE5;
EngineVersion
public FEngineVersion EngineVersion;
CustomVersionSerializationFormat
public ECustomVersionSerializationFormat CustomVersionSerializationFormat;
CustomVersionContainer
All the custom versions stored in the archive.
public List<CustomVersion> CustomVersionContainer;
SAVE_MAGIC
public static Byte[] SAVE_MAGIC;
Constructors
SaveGame(String)
Reads a save game from disk and initializes a new instance of the SaveGame class to store its data in memory.
Parsing is only implemented for engine and custom version data.
public SaveGame(string path)
Parameters
path
String
The path of the .sav file on disk that this instance will read from.
Exceptions
FormatException
Throw when the asset cannot be parsed correctly.
SaveGame()
Initializes a new instance of the SaveGame class. This instance will store no file data and does not represent any file in particular until the SaveGame.Read(UnrealBinaryReader) method is manually called.
public SaveGame()
Methods
PathToStream(String)
Creates a MemoryStream from an asset path.
public MemoryStream PathToStream(string p)
Parameters
p
String
The path to the input file.
Returns
MemoryStream
A new MemoryStream that stores the binary data of the input file.
PathToReader(String)
Creates a BinaryReader from an asset path.
public UnrealBinaryReader PathToReader(string p)
Parameters
p
String
The path to the input file.
Returns
UnrealBinaryReader
A new BinaryReader that stores the binary data of the input file.
Read(UnrealBinaryReader)
Reads a save game from disk.
Parsing is only implemented for engine and custom version data.
public void Read(UnrealBinaryReader reader)
Parameters
reader
UnrealBinaryReader
The binary reader to use.
PatchUsmap(String)
Patches a .usmap file to contain the versioning info within this save file.
public void PatchUsmap(string usmapPath)
Parameters
usmapPath
String
The path to the .usmap file to patch.
Usmap
Namespace: UAssetAPI.Unversioned
public class Usmap
Fields
FilePath
The path of the file on disk. This does not need to be specified for regular parsing.
public string FilePath;
FileVersionUE4
Game UE4 object version
public ObjectVersion FileVersionUE4;
FileVersionUE5
Game UE5 object version
public ObjectVersionUE5 FileVersionUE5;
CustomVersionContainer
All the custom versions stored in the archive.
public List<CustomVersion> CustomVersionContainer;
NetCL
public uint NetCL;
SkipBlueprintSchemas
Whether or not to skip blueprint schemas serialized in this mappings file. Only useful for testing.
public bool SkipBlueprintSchemas;
NameMap
.usmap name map
public List<string> NameMap;
EnumMap
.usmap enum map
public IDictionary<string, UsmapEnum> EnumMap;
Schemas
.usmap schema map
public IDictionary<string, UsmapSchema> Schemas;
FailedExtensions
List of extensions that failed to parse.
public List<string> FailedExtensions;
PathsAlreadyProcessedForSchemas
public ConcurrentDictionary<string, byte> PathsAlreadyProcessedForSchemas;
USMAP_MAGIC
Magic number for the .usmap format
public static ushort USMAP_MAGIC;
Properties
AreFNamesCaseInsensitive
Whether or not FNames are case insensitive. Modifying this property is an expensive operation, and will re-construct several dictionaries.
public bool AreFNamesCaseInsensitive { get; set; }
Property Value
Constructors
Usmap(String)
Reads a .usmap file from disk and initializes a new instance of the Usmap class to store its data in memory.
public Usmap(string path)
Parameters
path
String
The path of the file file on disk that this instance will read from.
Exceptions
FormatException
Throw when the file cannot be parsed correctly.
Usmap(UsmapBinaryReader)
Reads a .usmap file from a UsmapBinaryReader and initializes a new instance of the Usmap class to store its data in memory.
public Usmap(UsmapBinaryReader reader)
Parameters
reader
UsmapBinaryReader
The file's UsmapBinaryReader that this instance will read from.
Exceptions
FormatException
Throw when the asset cannot be parsed correctly.
Usmap()
Initializes a new instance of the Usmap class. This instance will store no data and does not represent any file in particular until the Usmap.ReadHeader(UsmapBinaryReader) method is manually called.
public Usmap()
Methods
GetSchemaFromStructExport(String, UnrealPackage)
public static UsmapSchema GetSchemaFromStructExport(string exportName, UnrealPackage asset)
Parameters
exportName
String
asset
UnrealPackage
Returns
GetSchemaFromStructExport(StructExport, Boolean)
public static UsmapSchema GetSchemaFromStructExport(StructExport exp, bool isCaseInsensitive)
Parameters
exp
StructExport
isCaseInsensitive
Boolean
Returns
GetAllProperties(String, String, UnrealPackage)
Retrieve all the properties that a particular schema can reference.
public IList<UsmapProperty> GetAllProperties(string schemaName, string modulePath, UnrealPackage asset)
Parameters
schemaName
String
The name of the schema of interest.
modulePath
String
Module path of the schema of interest.
asset
UnrealPackage
An asset to also search for schemas within.
Returns
IList<UsmapProperty>
All the properties that the schema can reference.
GetAllPropertiesAnnotated(String, UnrealPackage, IDictionary<String, String>, Boolean, String, String)
Retrieve all the properties that a particular schema can reference as an annotated, human-readable text file.
public string GetAllPropertiesAnnotated(string schemaName, UnrealPackage asset, IDictionary<string, string> customAnnotations, bool recursive, string headerPrefix, string headerSuffix)
Parameters
schemaName
String
The name of the schema of interest.
asset
UnrealPackage
An asset to also search for schemas within.
customAnnotations
IDictionary<String, String>
A map of strings to give custom annotations.
recursive
Boolean
Whether or not to dump data for parent schemas as well.
headerPrefix
String
The prefix of the subheader for each relevant schema.
headerSuffix
String
The suffix of the subheader for each relevant schema.
Returns
String
An annotated, human-readable text file containing the properties that the schema can reference.
GetSchemaFromName(String, UnrealPackage, String, Boolean)
public UsmapSchema GetSchemaFromName(string nm, UnrealPackage asset, string modulePath, bool throwExceptions)
Parameters
nm
String
asset
UnrealPackage
modulePath
String
throwExceptions
Boolean
Returns
TryGetProperty<T>(FName, AncestryInfo, Int32, UnrealPackage, T&, Int32&)
Attempts to retrieve the corresponding .usmap property, given its ancestry.
public bool TryGetProperty<T>(FName propertyName, AncestryInfo ancestry, int dupIndex, UnrealPackage asset, T& propDat, Int32& idx)
Type Parameters
T
The type of property to output.
Parameters
propertyName
FName
The name of the property to search for.
ancestry
AncestryInfo
The ancestry of the property to search for.
dupIndex
Int32
The duplication index of the property to search for. If unknown, set to 0.
asset
UnrealPackage
An asset to also search for schemas within.
propDat
T&
The property.
idx
Int32&
The index of the property.
Returns
Boolean
Whether or not the property was successfully found.
TryGetPropertyData<T>(FName, AncestryInfo, UnrealPackage, T&)
Attempts to retrieve the corresponding .usmap property data corresponding to a specific property, given its ancestry.
public bool TryGetPropertyData<T>(FName propertyName, AncestryInfo ancestry, UnrealPackage asset, T& propDat)
Type Parameters
T
The type of property data to output.
Parameters
propertyName
FName
The name of the property to search for.
ancestry
AncestryInfo
The ancestry of the property to search for.
asset
UnrealPackage
An asset to also search for schemas within.
propDat
T&
The property data.
Returns
Boolean
Whether or not the property data was successfully found.
PathToStream(String)
Creates a MemoryStream from an asset path.
public static MemoryStream PathToStream(string p)
Parameters
p
String
The path to the input file.
Returns
MemoryStream
A new MemoryStream that stores the binary data of the input file.
PathToReader(String)
Creates a BinaryReader from an asset path.
public UsmapBinaryReader PathToReader(string p)
Parameters
p
String
The path to the input file.
Returns
UsmapBinaryReader
A new BinaryReader that stores the binary data of the input file.
ReadHeader(UsmapBinaryReader)
public UsmapBinaryReader ReadHeader(UsmapBinaryReader reader)
Parameters
reader
UsmapBinaryReader
Returns
Read(UsmapBinaryReader)
public void Read(UsmapBinaryReader compressedReader)
Parameters
compressedReader
UsmapBinaryReader
UsmapArrayData
Namespace: UAssetAPI.Unversioned
public class UsmapArrayData : UsmapPropertyData
Inheritance Object → UsmapPropertyData → UsmapArrayData
Fields
InnerType
public UsmapPropertyData InnerType;
Type
public EPropertyType Type;
Constructors
UsmapArrayData(EPropertyType)
public UsmapArrayData(EPropertyType type)
Parameters
type
EPropertyType
Methods
ToString()
public string ToString()
Returns
UsmapEnum
Namespace: UAssetAPI.Unversioned
public class UsmapEnum
Inheritance Object → UsmapEnum
Fields
Name
public string Name;
ModulePath
public string ModulePath;
EnumFlags
public int EnumFlags;
Values
public ConcurrentDictionary<long, string> Values;
Constructors
UsmapEnum(String, ConcurrentDictionary<Int64, String>)
public UsmapEnum(string name, ConcurrentDictionary<long, string> values)
Parameters
name
String
values
ConcurrentDictionary<Int64, String>
UsmapEnum()
public UsmapEnum()
UsmapEnumData
Namespace: UAssetAPI.Unversioned
public class UsmapEnumData : UsmapPropertyData
Inheritance Object → UsmapPropertyData → UsmapEnumData
Fields
InnerType
public UsmapPropertyData InnerType;
Name
public string Name;
Values
public List<string> Values;
Type
public EPropertyType Type;
Constructors
UsmapEnumData(String, List<String>)
public UsmapEnumData(string name, List<string> values)
Parameters
name
String
values
List<String>
UsmapEnumData()
public UsmapEnumData()
Methods
ToString()
public string ToString()
Returns
UsmapExtensionLayoutVersion
Namespace: UAssetAPI.Unversioned
public enum UsmapExtensionLayoutVersion
Inheritance Object → ValueType → Enum → UsmapExtensionLayoutVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
Initial | 0 | Initial format. |
UsmapMapData
Namespace: UAssetAPI.Unversioned
public class UsmapMapData : UsmapPropertyData
Inheritance Object → UsmapPropertyData → UsmapMapData
Fields
InnerType
public UsmapPropertyData InnerType;
ValueType
public UsmapPropertyData ValueType;
Type
public EPropertyType Type;
Constructors
UsmapMapData()
public UsmapMapData()
Methods
ToString()
public string ToString()
Returns
UsmapProperty
Namespace: UAssetAPI.Unversioned
public class UsmapProperty : System.ICloneable
Inheritance Object → UsmapProperty
Implements ICloneable
Fields
Name
public string Name;
SchemaIndex
public ushort SchemaIndex;
ArrayIndex
public ushort ArrayIndex;
ArraySize
public byte ArraySize;
PropertyFlags
public EPropertyFlags PropertyFlags;
PropertyData
public UsmapPropertyData PropertyData;
Constructors
UsmapProperty(String, UInt16, UInt16, Byte, UsmapPropertyData)
public UsmapProperty(string name, ushort schemaIndex, ushort arrayIndex, byte arraySize, UsmapPropertyData propertyData)
Parameters
name
String
schemaIndex
UInt16
arrayIndex
UInt16
arraySize
Byte
propertyData
UsmapPropertyData
Methods
Clone()
public object Clone()
Returns
ToString()
public string ToString()
Returns
UsmapPropertyData
Namespace: UAssetAPI.Unversioned
public class UsmapPropertyData
Inheritance Object → UsmapPropertyData
Fields
Type
public EPropertyType Type;
Constructors
UsmapPropertyData(EPropertyType)
public UsmapPropertyData(EPropertyType type)
Parameters
type
EPropertyType
UsmapPropertyData()
public UsmapPropertyData()
Methods
ToString()
public string ToString()
Returns
UsmapSchema
Namespace: UAssetAPI.Unversioned
public class UsmapSchema
Inheritance Object → UsmapSchema
Fields
Name
public string Name;
SuperType
public string SuperType;
PropCount
public ushort PropCount;
ModulePath
public string ModulePath;
FromAsset
Whether or not this schema was retrieved from a .uasset file.
public bool FromAsset;
StructKind
public UsmapStructKind StructKind;
StructOrClassFlags
public int StructOrClassFlags;
Properties
Properties
public IReadOnlyDictionary<int, UsmapProperty> Properties { get; }
Property Value
IReadOnlyDictionary<Int32, UsmapProperty>
Constructors
UsmapSchema(String, String, UInt16, ConcurrentDictionary<Int32, UsmapProperty>, Boolean, Boolean)
public UsmapSchema(string name, string superType, ushort propCount, ConcurrentDictionary<int, UsmapProperty> props, bool isCaseInsensitive, bool fromAsset)
Parameters
name
String
superType
String
propCount
UInt16
props
ConcurrentDictionary<Int32, UsmapProperty>
isCaseInsensitive
Boolean
fromAsset
Boolean
UsmapSchema()
public UsmapSchema()
Methods
GetProperty(String, Int32)
public UsmapProperty GetProperty(string key, int dupIndex)
Parameters
key
String
dupIndex
Int32
Returns
ConstructPropertiesMap(Boolean)
public void ConstructPropertiesMap(bool isCaseInsensitive)
Parameters
isCaseInsensitive
Boolean
UsmapStructData
Namespace: UAssetAPI.Unversioned
public class UsmapStructData : UsmapPropertyData
Inheritance Object → UsmapPropertyData → UsmapStructData
Fields
StructType
public string StructType;
Type
public EPropertyType Type;
Constructors
UsmapStructData(String)
public UsmapStructData(string structType)
Parameters
structType
String
UsmapStructData()
public UsmapStructData()
Methods
ToString()
public string ToString()
Returns
UsmapStructKind
Namespace: UAssetAPI.Unversioned
public enum UsmapStructKind
Inheritance Object → ValueType → Enum → UsmapStructKind
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|
UsmapVersion
Namespace: UAssetAPI.Unversioned
public enum UsmapVersion
Inheritance Object → ValueType → Enum → UsmapVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible
Fields
Name | Value | Description |
---|---|---|
Initial | 0 | Initial format. |
PackageVersioning | 1 | Adds optional asset package versioning |
LongFName | 2 | 16-bit wide names in name map |
LargeEnums | 3 | 16-bit enum entry count |