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

  1. Clone the UAssetAPI repository:
git clone https://github.com/atenfyr/UAssetAPI.git
  1. 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."

  2. 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 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:

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 all PropertyData objects which simply allows you to access the object's Value field as an object. 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 UAssettAPI 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 ObjectAC7Decrypt

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

Byte[]

EncryptUAssetBytes(Byte[], AC7XorKey)

public Byte[] EncryptUAssetBytes(Byte[] uasset, AC7XorKey xorkey)

Parameters

uasset Byte[]

xorkey AC7XorKey

Returns

Byte[]

DecryptUexpBytes(Byte[], AC7XorKey)

public Byte[] DecryptUexpBytes(Byte[] uexp, AC7XorKey xorkey)

Parameters

uexp Byte[]

xorkey AC7XorKey

Returns

Byte[]

EncryptUexpBytes(Byte[], AC7XorKey)

public Byte[] EncryptUexpBytes(Byte[] uexp, AC7XorKey xorkey)

Parameters

uexp Byte[]

xorkey AC7XorKey

Returns

Byte[]

AC7XorKey

Namespace: UAssetAPI

XOR key for decrypting a particular Ace Combat 7 asset.

public class AC7XorKey

Inheritance ObjectAC7XorKey

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 ObjectBinaryReaderUnrealBinaryReaderAssetBinaryReader
Implements IDisposable

Fields

Asset

public UnrealPackage Asset;

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

Constructors

AssetBinaryReader(Stream, UnrealPackage)

public AssetBinaryReader(Stream stream, UnrealPackage asset)

Parameters

stream Stream

asset UnrealPackage

Methods

ReadPropertyGuid()

public Nullable<Guid> ReadPropertyGuid()

Returns

Nullable<Guid>

ReadFName()

public FName ReadFName()

Returns

FName

ReadObjectThumbnail()

public FObjectThumbnail ReadObjectThumbnail()

Returns

FObjectThumbnail

ReadLocMetadataObject()

public FLocMetadataObject ReadLocMetadataObject()

Returns

FLocMetadataObject

XFERSTRING()

public string XFERSTRING()

Returns

String

XFERUNICODESTRING()

public string XFERUNICODESTRING()

Returns

String

XFERTEXT()

public void XFERTEXT()

XFERNAME()

public FName XFERNAME()

Returns

FName

XFER_FUNC_NAME()

public FName XFER_FUNC_NAME()

Returns

FName

XFERPTR()

public FPackageIndex XFERPTR()

Returns

FPackageIndex

XFER_FUNC_POINTER()

public FPackageIndex XFER_FUNC_POINTER()

Returns

FPackageIndex

XFER_PROP_POINTER()

public KismetPropertyPointer XFER_PROP_POINTER()

Returns

KismetPropertyPointer

XFER_OBJECT_POINTER()

public FPackageIndex XFER_OBJECT_POINTER()

Returns

FPackageIndex

ReadExpressionArray(EExprToken)

public KismetExpression[] ReadExpressionArray(EExprToken endToken)

Parameters

endToken EExprToken

Returns

KismetExpression[]

AssetBinaryWriter

Namespace: UAssetAPI

Writes primitive data types from Unreal Engine assets.

public class AssetBinaryWriter : UnrealBinaryWriter, System.IDisposable, System.IAsyncDisposable

Inheritance ObjectBinaryWriterUnrealBinaryWriterAssetBinaryWriter
Implements IDisposable, IAsyncDisposable

Fields

Asset

public UnrealPackage Asset;

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

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

Int32

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

Int32

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

Int32

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

Int32

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

Int32

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

Int32

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

val KismetPropertyPointer

Returns

Int32

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

Int32

CityHash

Namespace: UAssetAPI

public class CityHash

Inheritance ObjectCityHash

Constructors

CityHash()

public CityHash()

Methods

CityHash32(Byte, UInt32)*

public static uint CityHash32(Byte* s, uint len)

Parameters

s Byte*

len UInt32

Returns

UInt32

CityHash64(Byte, UInt32)*

public static ulong CityHash64(Byte* s, uint len)

Parameters

s Byte*

len UInt32

Returns

UInt64

CityHash64WithSeed(Byte, UInt32, UInt64)*

public static ulong CityHash64WithSeed(Byte* s, uint len, ulong seed)

Parameters

s Byte*

len UInt32

seed UInt64

Returns

UInt64

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

UInt64

CityHash128to64(Uint128_64)

public static ulong CityHash128to64(Uint128_64 x)

Parameters

x Uint128_64

Returns

UInt64

CRCGenerator

Namespace: UAssetAPI

public static class CRCGenerator

Inheritance ObjectCRCGenerator

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

UInt64

GenerateImportHashFromObjectPath(String)

public static ulong GenerateImportHashFromObjectPath(string text)

Parameters

text String

Returns

UInt64

CityHash64WithLower(FString)

public static ulong CityHash64WithLower(FString text)

Parameters

text FString

Returns

UInt64

CityHash64WithLower(String, Encoding)

public static ulong CityHash64WithLower(string text, Encoding encoding)

Parameters

text String

encoding Encoding

Returns

UInt64

CityHash64(FString)

public static ulong CityHash64(FString text)

Parameters

text FString

Returns

UInt64

CityHash64(String, Encoding)

public static ulong CityHash64(string text, Encoding encoding)

Parameters

text String

encoding Encoding

Returns

UInt64

CityHash64(Byte[])

public static ulong CityHash64(Byte[] data)

Parameters

data Byte[]

Returns

UInt64

GenerateHash(FString, Boolean, Boolean)

public static uint GenerateHash(FString text, bool disableCasePreservingHash, bool version420)

Parameters

text FString

disableCasePreservingHash Boolean

version420 Boolean

Returns

UInt32

GenerateHash(String, Boolean, Boolean)

public static uint GenerateHash(string text, bool disableCasePreservingHash, bool version420)

Parameters

text String

disableCasePreservingHash Boolean

version420 Boolean

Returns

UInt32

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

UInt32

ToUpper(Char)

public static char ToUpper(char input)

Parameters

input Char

Returns

Char

ToUpperVersion420(Char)

public static char ToUpperVersion420(char input)

Parameters

input Char

Returns

Char

ToUpper(String)

public static string ToUpper(string input)

Parameters

input String

Returns

String

ToLower(Char)

public static char ToLower(char input)

Parameters

input Char

Returns

Char

ToLower(String, Boolean)

public static string ToLower(string input, bool coalesceToSlash)

Parameters

input String

coalesceToSlash Boolean

Returns

String

ToLower(FString, Boolean)

public static FString ToLower(FString input, bool coalesceToSlash)

Parameters

input FString

coalesceToSlash Boolean

Returns

FString

Strihash_DEPRECATED(String, Encoding, Boolean)

public static uint Strihash_DEPRECATED(string text, Encoding encoding, bool version420)

Parameters

text String

encoding Encoding

version420 Boolean

Returns

UInt32

StrCrc32(String, UInt32)

public static uint StrCrc32(string text, uint CRC)

Parameters

text String

CRC UInt32

Returns

UInt32

CustomSerializationFlags

Namespace: UAssetAPI

public enum CustomSerializationFlags

Inheritance ObjectValueTypeEnumCustomSerializationFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
None0No flags.
NoDummies1Serialize all dummy FNames to the name map.
SkipParsingBytecode2Skip Kismet bytecode serialization.

CustomVersion

Namespace: UAssetAPI

A custom version. Controls more specific serialization than the main engine object version does.

public class CustomVersion : System.ICloneable

Inheritance ObjectCustomVersion
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

CustomVersion

Clone()

public object Clone()

Returns

Object

FEngineVersion

Namespace: UAssetAPI

Holds basic Unreal version numbers.

public struct FEngineVersion

Inheritance ObjectValueTypeFEngineVersion

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 ObjectFGenerationInfo

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

Inheritance ObjectImport

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 ObjectExceptionSystemExceptionInvalidOperationExceptionInvalidMappingsException
Implements ISerializable

Properties

TargetSite

public MethodBase TargetSite { get; }

Property Value

MethodBase

Message

public string Message { get; }

Property Value

String

Data

public IDictionary Data { get; }

Property Value

IDictionary

InnerException

public Exception InnerException { get; }

Property Value

Exception

public string HelpLink { get; set; }

Property Value

String

Source

public string Source { get; set; }

Property Value

String

HResult

public int HResult { get; set; }

Property Value

Int32

StackTrace

public string StackTrace { get; }

Property Value

String

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 ObjectMainSerializer

Fields

AdditionalPropertyRegistry

public static String[] AdditionalPropertyRegistry;

Methods

GetNamesOfAssembliesReferencedBy(Assembly)

public static IEnumerable<string> GetNamesOfAssembliesReferencedBy(Assembly assembly)

Parameters

assembly Assembly

Returns

IEnumerable<String>

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

FUnversionedHeader

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 ObjectExceptionSystemExceptionFormatExceptionNameMapOutOfRangeException
Implements ISerializable

Fields

RequiredName

public FString RequiredName;

Properties

TargetSite

public MethodBase TargetSite { get; }

Property Value

MethodBase

Message

public string Message { get; }

Property Value

String

Data

public IDictionary Data { get; }

Property Value

IDictionary

InnerException

public Exception InnerException { get; }

Property Value

Exception

public string HelpLink { get; set; }

Property Value

String

Source

public string Source { get; set; }

Property Value

String

HResult

public int HResult { get; set; }

Property Value

Int32

StackTrace

public string StackTrace { get; }

Property Value

String

Constructors

NameMapOutOfRangeException(FString)

public NameMapOutOfRangeException(FString requiredName)

Parameters

requiredName FString

PakBuilder

Namespace: UAssetAPI

public class PakBuilder : Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid, System.IDisposable

Inheritance ObjectCriticalFinalizerObjectSafeHandleSafeHandleZeroOrMinusOneIsInvalidPakBuilder
Implements IDisposable

Properties

IsInvalid

public bool IsInvalid { get; }

Property Value

Boolean

IsClosed

public bool IsClosed { get; }

Property Value

Boolean

Constructors

PakBuilder()

public PakBuilder()

Methods

ReleaseHandle()

protected bool ReleaseHandle()

Returns

Boolean

Key(Byte[])

public PakBuilder Key(Byte[] key)

Parameters

key Byte[]

Returns

PakBuilder

Compression(PakCompression[])

public PakBuilder Compression(PakCompression[] compressions)

Parameters

compressions PakCompression[]

Returns

PakBuilder

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

PakWriter

Reader(Stream)

public PakReader Reader(Stream stream)

Parameters

stream Stream

Returns

PakReader

PakCompression

Namespace: UAssetAPI

public enum PakCompression

Inheritance ObjectValueTypeEnumPakCompression
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

PakReader

Namespace: UAssetAPI

public class PakReader : Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid, System.IDisposable

Inheritance ObjectCriticalFinalizerObjectSafeHandleSafeHandleZeroOrMinusOneIsInvalidPakReader
Implements IDisposable

Properties

IsInvalid

public bool IsInvalid { get; }

Property Value

Boolean

IsClosed

public bool IsClosed { get; }

Property Value

Boolean

Constructors

PakReader(IntPtr, Stream)

public PakReader(IntPtr handle, Stream stream)

Parameters

handle IntPtr

stream Stream

Methods

ReleaseHandle()

protected bool ReleaseHandle()

Returns

Boolean

GetMountPoint()

public string GetMountPoint()

Returns

String

GetVersion()

public PakVersion GetVersion()

Returns

PakVersion

Get(Stream, String)

public Byte[] Get(Stream stream, string path)

Parameters

stream Stream

path String

Returns

Byte[]

Files()

public String[] Files()

Returns

String[]

PakVersion

Namespace: UAssetAPI

public enum PakVersion

Inheritance ObjectValueTypeEnumPakVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

PakWriter

Namespace: UAssetAPI

public class PakWriter : Microsoft.Win32.SafeHandles.SafeHandleZeroOrMinusOneIsInvalid, System.IDisposable

Inheritance ObjectCriticalFinalizerObjectSafeHandleSafeHandleZeroOrMinusOneIsInvalidPakWriter
Implements IDisposable

Properties

IsInvalid

public bool IsInvalid { get; }

Property Value

Boolean

IsClosed

public bool IsClosed { get; }

Property Value

Boolean

Constructors

PakWriter(IntPtr, IntPtr)

public PakWriter(IntPtr handle, IntPtr streamCtx)

Parameters

handle IntPtr

streamCtx IntPtr

Methods

ReleaseHandle()

protected bool ReleaseHandle()

Returns

Boolean

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 ObjectRePakInterop

Fields

NativeLib

public static string NativeLib;

Methods

pak_setup_allocator()

public static IntPtr pak_setup_allocator()

Returns

IntPtr

pak_teardown_allocator()

public static IntPtr pak_teardown_allocator()

Returns

IntPtr

pak_builder_new()

public static IntPtr pak_builder_new()

Returns

IntPtr

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

IntPtr

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

IntPtr

pak_builder_reader(IntPtr, StreamCallbacks)

public static IntPtr pak_builder_reader(IntPtr builder, StreamCallbacks ctx)

Parameters

builder IntPtr

ctx StreamCallbacks

Returns

IntPtr

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

IntPtr

pak_reader_version(IntPtr)

public static PakVersion pak_reader_version(IntPtr reader)

Parameters

reader IntPtr

Returns

PakVersion

pak_reader_mount_point(IntPtr)

public static IntPtr pak_reader_mount_point(IntPtr reader)

Parameters

reader IntPtr

Returns

IntPtr

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

Int32

pak_reader_files(IntPtr, UInt64&)

public static IntPtr pak_reader_files(IntPtr reader, UInt64& length)

Parameters

reader IntPtr

length UInt64&

Returns

IntPtr

pak_drop_files(IntPtr, UInt64)

public static IntPtr pak_drop_files(IntPtr buffer, ulong length)

Parameters

buffer IntPtr

length UInt64

Returns

IntPtr

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

Int32

pak_writer_write_index(IntPtr)

public static int pak_writer_write_index(IntPtr writer)

Parameters

writer IntPtr

Returns

Int32

StreamCallbacks

Namespace: UAssetAPI

public static class StreamCallbacks

Inheritance ObjectStreamCallbacks

Methods

Create(Stream)

public static StreamCallbacks Create(Stream stream)

Parameters

stream Stream

Returns

StreamCallbacks

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

Int64

WriteCallback(IntPtr, IntPtr, Int32)

public static int WriteCallback(IntPtr context, IntPtr buffer, int bufferLen)

Parameters

context IntPtr

buffer IntPtr

bufferLen Int32

Returns

Int32

SeekCallback(IntPtr, Int64, Int32)

public static ulong SeekCallback(IntPtr context, long offset, int origin)

Parameters

context IntPtr

offset Int64

origin Int32

Returns

UInt64

FlushCallback(IntPtr)

public static int FlushCallback(IntPtr context)

Parameters

context IntPtr

Returns

Int32

UAPUtils

Namespace: UAssetAPI

public static class UAPUtils

Inheritance ObjectUAPUtils

Fields

CurrentCommit

public static string CurrentCommit;

Methods

SerializeJson(Object, Boolean)

public static string SerializeJson(object obj, bool isFormatted)

Parameters

obj Object

isFormatted Boolean

Returns

String

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

FieldInfo[]

GetOrderedFields(Type)

public static FieldInfo[] GetOrderedFields(Type t)

Parameters

t Type

Returns

FieldInfo[]

GetOrderedMembers<T>()

public static MemberInfo[] GetOrderedMembers<T>()

Type Parameters

T

Returns

MemberInfo[]

GetOrderedMembers(Type)

public static MemberInfo[] GetOrderedMembers(Type t)

Parameters

t Type

Returns

MemberInfo[]

GetValue(MemberInfo, Object)

public static object GetValue(MemberInfo memberInfo, object forObject)

Parameters

memberInfo MemberInfo

forObject Object

Returns

Object

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

FString

InterpretAsGuidAndConvertToUnsignedInts(String)

public static UInt32[] InterpretAsGuidAndConvertToUnsignedInts(string value)

Parameters

value String

Returns

UInt32[]

ConvertStringToByteArray(String)

public static Byte[] ConvertStringToByteArray(string val)

Parameters

val String

Returns

Byte[]

ToUnsignedInts(Guid)

public static UInt32[] ToUnsignedInts(Guid value)

Parameters

value Guid

Returns

UInt32[]

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

Guid

ConvertToGUID(String)

public static Guid ConvertToGUID(string GuidString)

Parameters

GuidString String

Returns

Guid

ConvertToString(Guid)

public static string ConvertToString(Guid val)

Parameters

val Guid

Returns

String

ConvertHexStringToByteArray(String)

public static Byte[] ConvertHexStringToByteArray(string hexString)

Parameters

hexString String

Returns

Byte[]

AlignPadding(Int64, Int32)

public static long AlignPadding(long pos, int align)

Parameters

pos Int64

align Int32

Returns

Int64

AlignPadding(Int32, Int32)

public static int AlignPadding(int pos, int align)

Parameters

pos Int32

align Int32

Returns

Int32

DivideAndRoundUp(Int32, Int32)

public static int DivideAndRoundUp(int a, int b)

Parameters

a Int32

b Int32

Returns

Int32

FixDirectorySeparatorsForDisk(String)

public static string FixDirectorySeparatorsForDisk(string path)

Parameters

path String

Returns

String

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 ObjectUnrealPackageUAsset
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

The Generic Browser folder name that this package lives in. Usually "None" in cooked assets.

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

EPackageFlags

HasUnversionedProperties

Whether or not this asset uses unversioned properties.

public bool HasUnversionedProperties { get; }

Property Value

Boolean

IsFilterEditorOnly

Whether or not this asset has PKG_FilterEditorOnly flag.

public bool IsFilterEditorOnly { get; }

Property Value

Boolean

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(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

FName

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

Boolean

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

UAsset

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

UAsset

UnknownEngineVersionException

Namespace: UAssetAPI

public class UnknownEngineVersionException : System.InvalidOperationException, System.Runtime.Serialization.ISerializable

Inheritance ObjectExceptionSystemExceptionInvalidOperationExceptionUnknownEngineVersionException
Implements ISerializable

Properties

TargetSite

public MethodBase TargetSite { get; }

Property Value

MethodBase

Message

public string Message { get; }

Property Value

String

Data

public IDictionary Data { get; }

Property Value

IDictionary

InnerException

public Exception InnerException { get; }

Property Value

Exception

public string HelpLink { get; set; }

Property Value

String

Source

public string Source { get; set; }

Property Value

String

HResult

public int HResult { get; set; }

Property Value

Int32

StackTrace

public string StackTrace { get; }

Property Value

String

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 ObjectBinaryReaderUnrealBinaryReader
Implements IDisposable

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

Constructors

UnrealBinaryReader(Stream)

public UnrealBinaryReader(Stream stream)

Parameters

stream Stream

Methods

ReverseIfBigEndian(Byte[])

protected Byte[] ReverseIfBigEndian(Byte[] data)

Parameters

data Byte[]

Returns

Byte[]

ReadInt16()

public short ReadInt16()

Returns

Int16

ReadUInt16()

public ushort ReadUInt16()

Returns

UInt16

ReadInt32()

public int ReadInt32()

Returns

Int32

ReadUInt32()

public uint ReadUInt32()

Returns

UInt32

ReadInt64()

public long ReadInt64()

Returns

Int64

ReadUInt64()

public ulong ReadUInt64()

Returns

UInt64

ReadSingle()

public float ReadSingle()

Returns

Single

ReadDouble()

public double ReadDouble()

Returns

Double

ReadBooleanInt()

public bool ReadBooleanInt()

Returns

Boolean

ReadString()

public string ReadString()

Returns

String

ReadFString(FSerializedNameHeader)

public FString ReadFString(FSerializedNameHeader nameHeader)

Parameters

nameHeader FSerializedNameHeader

Returns

FString

ReadNameMapString(FSerializedNameHeader, UInt32&)

public FString ReadNameMapString(FSerializedNameHeader nameHeader, UInt32& hashes)

Parameters

nameHeader FSerializedNameHeader

hashes UInt32&

Returns

FString

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

List<CustomVersion>

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 ObjectBinaryWriterUnrealBinaryWriter
Implements IDisposable, IAsyncDisposable

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

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

Byte[]

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

Int32

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 ObjectUnrealPackage
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

EPackageFlags

HasUnversionedProperties

Whether or not this asset uses unversioned properties.

public bool HasUnversionedProperties { get; }

Property Value

Boolean

IsFilterEditorOnly

Whether or not this asset has PKG_FilterEditorOnly flag.

public bool IsFilterEditorOnly { get; }

Property Value

Boolean

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)

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 AssetBinaryReader PathToReader(string p)

Parameters

p String
The path to the input 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

FName

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

EngineVersion

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

Int32

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.

ConvertExportToChildExportAndRead(AssetBinaryReader, Int32)

protected void ConvertExportToChildExportAndRead(AssetBinaryReader reader, int i)

Parameters

reader AssetBinaryReader

i Int32

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 ObjectBinaryReaderUsmapBinaryReader
Implements IDisposable

Fields

File

public Usmap File;

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

Constructors

UsmapBinaryReader(Stream, Usmap)

public UsmapBinaryReader(Stream stream, Usmap file)

Parameters

stream Stream

file Usmap

Methods

ReadInt16()

public short ReadInt16()

Returns

Int16

ReadUInt16()

public ushort ReadUInt16()

Returns

UInt16

ReadInt32()

public int ReadInt32()

Returns

Int32

ReadUInt32()

public uint ReadUInt32()

Returns

UInt32

ReadInt64()

public long ReadInt64()

Returns

Int64

ReadUInt64()

public ulong ReadUInt64()

Returns

UInt64

ReadSingle()

public float ReadSingle()

Returns

Single

ReadDouble()

public double ReadDouble()

Returns

Double

ReadString()

public string ReadString()

Returns

String

ReadString(Int32)

public string ReadString(int fixedLength)

Parameters

fixedLength Int32

Returns

String

ReadName()

public string ReadName()

Returns

String

FAnimPhysObjectVersion

Namespace: UAssetAPI.CustomVersions

Custom serialization version for changes made in Dev-AnimPhys stream

public enum FAnimPhysObjectVersion

Inheritance ObjectValueTypeEnumFAnimPhysObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
ConvertAnimNodeLookAtAxis1convert animnode look at to use just default axis instead of enum, which doesn't do much
BoxSphylElemsUseRotators2Change FKSphylElem and FKBoxElem to use Rotators not Quats for easier editing
ThumbnailSceneInfoAndAssetImportDataAreTransactional3Change thumbnail scene info and asset import data to be transactional
AddedClothingMaskWorkflow4Enabled clothing masks rather than painting parameters directly
RemoveUIDFromSmartNameSerialize5Remove UID from smart name serialize, it just breaks determinism
CreateTargetReference6Convert FName Socket to FSocketReference and added TargetReference that support bone and socket
TuneSoftLimitStiffnessAndDamping7Tune soft limit stiffness and damping coefficients
FixInvalidClothParticleMasses8Fix possible inf/nans in clothing particle masses
CacheClothMeshInfluences9Moved influence count to cached data
SmartNameRefactorForDeterministicCooking10Remove GUID from Smart Names entirely + remove automatic name fixup
RenameDisableAnimCurvesToAllowAnimCurveEvaluation11rename the variable and allow individual curves to be set
AddLODToCurveMetaData12link curve to LOD, so curve metadata has to include LODIndex
FixupBadBlendProfileReferences13Fixed blend profile references persisting after paste when they aren't compatible
AllowMultipleAudioPluginSettings14Allowing multiple audio plugin settings
ChangeRetargetSourceReferenceToSoftObjectPtr15Change RetargetSource reference to SoftObjectPtr
SaveEditorOnlyFullPoseForPoseAsset16Save editor only full pose for pose asset
GeometryCacheAssetDeprecation17Asset 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 ObjectValueTypeEnumFAssetRegistryVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
PreVersioning0From before file versioning was implemented
HardSoftDependencies1The first version of the runtime asset registry to include file versioning.
AddAssetRegistryState2Added FAssetRegistryState and support for piecemeal serialization
ChangedAssetData3AssetData serialization format changed, versions before this are not readable
RemovedMD5Hash4Removed MD5 hash from package data
AddedHardManage5Added hard/soft manage references
AddedCookedMD5Hash6Added MD5 hash of cooked package to package data
AddedDependencyFlags7Added UE::AssetRegistry::EDependencyProperty to each dependency
FixedTags8Major tag format change that replaces USE_COMPACT_ASSET_REGISTRY:
WorkspaceDomain9Added Version information to AssetPackageData
PackageImportedClasses10Added ImportedClasses to AssetPackageData
PackageFileSummaryVersionChange11A new version number of UE5 was added to FPackageFileSummary
ObjectResourceOptionalVersionChange12Change to linker export/import resource serializationn
AddedChunkHashes13Added FIoHash for each FIoChunkId in the package to the AssetPackageData.
ClassPaths14Classes are serialized as path names rather than short object names, e.g. /Script/Engine.StaticMesh
RemoveAssetPathFNames15Asset bundles are serialized as FTopLevelAssetPath instead of FSoftObjectPath, deprecated FAssetData::ObjectPath
AddedHeader16Added header with bFilterEditorOnlyData flag
AssetPackageDataHasExtension17Added Extension to AssetPackageData.

FCoreObjectVersion

Namespace: UAssetAPI.CustomVersions

Custom serialization version for changes made in Dev-Core stream.

public enum FCoreObjectVersion

Inheritance ObjectValueTypeEnumFCoreObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made

FEditorObjectVersion

Namespace: UAssetAPI.CustomVersions

Custom serialization version for changes made in Dev-Editor stream.

public enum FEditorObjectVersion

Inheritance ObjectValueTypeEnumFEditorObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
GatheredTextProcessVersionFlagging1Localizable text gathered and stored in packages is now flagged with a localizable text gathering process version
GatheredTextPackageCacheFixesV12Fixed several issues with the gathered text cache stored in package headers
RootMetaDataSupport3Added support for "root" meta-data (meta-data not associated with a particular object in a package)
GatheredTextPackageCacheFixesV24Fixed issues with how Blueprint bytecode was cached
TextFormatArgumentDataIsVariant5Updated FFormatArgumentData to allow variant data to be marshaled from a BP into C++
SplineComponentCurvesInStruct6Changes to SplineComponent
ComboBoxControllerSupportUpdate7Updated ComboBox to support toggling the menu open, better controller support
RefactorMeshEditorMaterials8Refactor mesh editor materials
AddedFontFaceAssets9Added UFontFace assets
UPropertryForMeshSection10Add UPROPERTY for TMap of Mesh section, so the serialize will be done normally (and export to text will work correctly)
WidgetGraphSchema11Update the schema of all widget blueprints to use the WidgetGraphSchema
AddedBackgroundBlurContentSlot12Added a specialized content slot to the background blur widget
StableUserDefinedEnumDisplayNames13Updated UserDefinedEnums to have stable keyed display names
AddedInlineFontFaceAssets14Added "Inline" option to UFontFace assets
UPropertryForMeshSectionSerialize15Fix a serialization issue with static mesh FMeshSectionInfoMap FProperty
FastWidgetTemplates16Adding a version bump for the new fast widget construction in case of problems.
MaterialThumbnailRenderingChanges17Update material thumbnails to be more intelligent on default primitive shape for certain material types
NewSlateClippingSystem18Introducing a new clipping system for Slate/UMG
MovieSceneMetaDataSerialization19MovieScene Meta Data added as native Serialization
GatheredTextEditorOnlyPackageLocId20Text 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)
AddedAlwaysSignNumberFormattingOption21Added AlwaysSign to FNumberFormattingOptions
AddedMaterialSharedInputs22Added additional objects that must be serialized as part of this new material feature
AddedMorphTargetSectionIndices23Added morph target section indices
SerializeInstancedStaticMeshRenderData24Serialize the instanced static mesh render data, to avoid building it at runtime
MeshDescriptionNewSerialization_MovedToRelease25Change to MeshDescription serialization (moved to release)
MeshDescriptionNewAttributeFormat26New format for mesh description attributes
ChangeSceneCaptureRootComponent27Switch root component of SceneCapture actors from MeshComponent to SceneComponent
StaticMeshDeprecatedRawMesh28StaticMesh serializes MeshDescription instead of RawMesh
MeshDescriptionBulkDataGuid29MeshDescriptionBulkData contains a Guid used as a DDC key
MeshDescriptionRemovedHoles30Change to MeshDescription serialization (removed FMeshPolygon::HoleContours)
ChangedWidgetComponentWindowVisibilityDefault31Change to the WidgetCompoent WindowVisibilty default value
CultureInvariantTextSerializationKeyStability32Avoid keying culture invariant display strings during serialization to avoid non-deterministic cooking issues
ScrollBarThicknessChange33Change to UScrollBar and UScrollBox thickness property (removed implicit padding of 2, so thickness value must be incremented by 4).
RemoveLandscapeHoleMaterial34Deprecated LandscapeHoleMaterial
MeshDescriptionTriangles35MeshDescription defined by triangles instead of arbitrary polygons
ComputeWeightedNormals36Add weighted area and angle when computing the normals
SkeletalMeshBuildRefactor37SkeletalMesh now can be rebuild in editor, no more need to re-import
SkeletalMeshMoveEditorSourceDataToPrivateAsset38Move all SkeletalMesh source data into a private uasset in the same package has the skeletalmesh
NumberParsingOptionsNumberLimitsAndClamping39Parse text only if the number is inside the limits of its type
SkeletalMeshSourceDataSupport16bitOfMaterialNumber40Make 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 ObjectValueTypeEnumFFortniteMainBranchObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
WorldCompositionTile3DOffset1World composition tile offset changed from 2d to 3d
MaterialInstanceSerializeOptimization_ShaderFName2Minor material serialization optimization
CullDistanceRefactor_RemovedDefaultDistance3Refactored cull distances to account for HLOD, explicit override and globals in priority
SaveGeneratedMorphTargetByEngine6Support to remove morphtarget generated by bRemapMorphtarget
ConvertReductionSettingOptions7Convert reduction setting options
StaticParameterTerrainLayerWeightBlendType8Serialize the type of blending used for landscape layer weight static params
FixUpNoneNameAnimationCurves9Fix up None Named animation curve names,
EnsureActiveBoneIndicesToContainParents10Ensure ActiveBoneIndices to have parents even not skinned for old assets
SerializeInstancedStaticMeshRenderData11Serialize the instanced static mesh render data, to avoid building it at runtime
CachedMaterialQualityNodeUsage12Cache material quality node usage
FontOutlineDropShadowFixup13Font outlines no longer apply to drop shadows for new objects but we maintain the opposite way for backwards compat
NewSkeletalMeshImporterWorkflow14New skeletal mesh import workflow (Geometry only or animation only re-import )
NewLandscapeMaterialPerLOD15Migrate data from previous data structure to new one to support materials per LOD on the Landscape
RemoveUnnecessaryTracksFromPose16New Pose Asset data type
FoliageLazyObjPtrToSoftObjPtr17Migrate Foliage TLazyObjectPtr to TSoftObjectPtr
REVERTED_StoreTimelineNamesInTemplate18TimelineTemplates store their derived names instead of dynamically generating. This code tied to this version was reverted and redone at a later date
AddBakePoseOverrideForSkeletalMeshReductionSetting19Added BakePoseOverride for LOD setting
StoreTimelineNamesInTemplate20TimelineTemplates store their derived names instead of dynamically generating
WidgetStopDuplicatingAnimations21New Pose Asset data type
AllowSkeletalMeshToReduceTheBaseLOD22Allow reducing of the base LOD, we need to store some imported model data so we can reduce again from the same data.
ShrinkCurveTableSize23Curve Table size reduction
WidgetAnimationDefaultToSelfFail24Widgets upgraded with WidgetStopDuplicatingAnimations, may not correctly default-to-self for the widget parameter.
FortHUDElementNowRequiresTag25HUDWidgets now require an element tag
FortMappedCookedAnimation26Animation saved as bulk data when cooked
SupportVirtualBoneInRetargeting27Support Virtual Bone in Retarget Manager
FixUpWaterMetadata28Fixup bad defaults in water metadata
MoveWaterMetadataToActor29Move the location of water metadata
ReplaceLakeCollision30Replaced lake collision component
AnimLayerGuidConformation31Anim layer node names are now conformed by Guid
MakeOceanCollisionTransient32Ocean collision component has become dynamic
FFieldPathOwnerSerialization33FFieldPath will serialize the owner struct reference and only a short path to its property
FixUpUnderwaterPostProcessMaterial34Simplified WaterBody post process material handling
SupportMultipleWaterBodiesPerExclusionVolume35A single water exclusion volume can now exclude N water bodies
RigVMByteCodeDeterminism36Serialize rigvm operators one by one instead of the full byte code array to ensure determinism
LandscapePhysicalMaterialRenderData37Serialize the physical materials generated by the render material
FixupRuntimeVirtualTextureVolume38RuntimeVirtualTextureVolume fix transforms
FixUpRiverCollisionComponents39Retrieve water body collision components that were lost in cooked builds
FixDuplicateRiverSplineMeshCollisionComponents40Fix duplicate spline mesh components on rivers
ContainsStableActorGUIDs41Indicates level has stable actor guids
LevelsetSerializationSupportForBodySetup42Levelset Serialization support for BodySetup.
ChaosSolverPropertiesMoved43Moving Chaos solver properties to allow them to exist in the project physics settings
GameFeatureData_MovedComponentListAndCheats44Moving some UFortGameFeatureData properties and behaviors into the UGameFeatureAction pattern
ChaosClothAddfictitiousforces45Add centrifugal forces for cloth
ChaosConvexVariableStructureDataAndVerticesArray46Chaos 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)
RemoveLandscapeWaterInfo47Remove the WaterVelocityHeightTexture dependency on MPC_Landscape and LandscapeWaterIndo
ChaosClothAddWeightedValue48Added the weighted value property type to store the cloths weight maps' low/high ranges
ChaosClothAddTetherStiffnessWeightMap49Added the Long Range Attachment stiffness weight map
ChaosClothFixLODTransitionMaps50Fix corrupted LOD transition maps
ChaosClothAddTetherScaleAndDragLiftWeightMaps51Enable a few more weight maps to better art direct the cloth simulation
ChaosClothAddMaterialWeightMaps52Enable material (edge, bending, and area stiffness) weight maps
SerializeFloatChannelShowCurve53Added bShowCurve for movie scene float channel serialization
LandscapeGrassSingleArray54Minimize slack waste by using a single array for grass data
AddedSubSequenceEntryWarpCounter55Add loop counters to sequencer's compiled sub-sequence data
WaterBodyComponentRefactor56Water plugin is now component-based rather than actor based
BPGCCookedEditorTags57Cooked BPGC storing editor-only asset tags
TTerrainLayerWeightsAreNotParameters58Terrain layer weights are no longer considered material parameters

FFortniteReleaseBranchCustomObjectVersion

Namespace: UAssetAPI.CustomVersions

public enum FFortniteReleaseBranchCustomObjectVersion

Inheritance ObjectValueTypeEnumFFortniteReleaseBranchCustomObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
DisableLevelset_v14_101Custom 14.10 File Object Version
ChaosClothAddTethersToCachedData2Add the long range attachment tethers to the cloth asset to avoid a large hitch during the cloth's initialization.
ChaosKinematicTargetRemoveScale3Chaos::TKinematicTarget no longer stores a full transform, only position/rotation.
ActorComponentUCSModifiedPropertiesSparseStorage4Move UCSModifiedProperties out of ActorComponent and in to sparse storage
FixupNaniteLandscapeMeshes5Fixup Nanite meshes which were using the wrong material and didn't have proper UVs :
RemoveUselessLandscapeMeshesCookedCollisionData6Remove any cooked collision data from nanite landscape / editor spline meshes since collisions are not needed there :
SerializeAnimCurveCompressionCodecGuidOnCook7Serialize out UAnimCurveCompressionCodec::InstanceGUID to maintain deterministic DDC key generation in cooked-editor
FixNaniteLandscapeMeshNames8Fix the Nanite landscape mesh being reused because of a bad name
LandscapeSharedPropertiesEnforcement9Fixup and synchronize shared properties modified before the synchronicity enforcement
WorldPartitionRuntimeCellGuidWithCellSize10Include the cell size when computing the cell guid
NaniteMaterialOverrideUsesEditorOnly11Enable SkipOnlyEditorOnly style cooking of NaniteOverrideMaterial
SinglePrecisonParticleData12Store game thread particles data in single precision
PCGPointStructuredSerializer13UPCGPoint custom serialization
VersionPlusOne14-----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 ObjectValueTypeEnumFFrameworkObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
UseBodySetupCollisionProfile1BodySetup's default instance collision profile is used by default when creating a new instance.
AnimBlueprintSubgraphFix2Regenerate subgraph arrays correctly in animation blueprints to remove duplicates and add missing graphs that appear read only when edited
MeshSocketScaleUtilization3Static and skeletal mesh sockets now use the specified scale
ExplicitAttachmentRules4Attachment rules are now explicit in how they affect location, rotation and scale
MoveCompressedAnimDataToTheDDC5Moved compressed anim data from uasset to the DDC
FixNonTransactionalPins6Some 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
SmartNameRefactor7Create new struct for SmartName, and use that for CurveName
AddSourceReferenceSkeletonToRig8Add Reference Skeleton to Rig
ConstraintInstanceBehaviorParameters9Refactor ConstraintInstance so that we have an easy way to swap behavior paramters
PoseAssetSupportPerBoneMask10Pose Asset support mask per bone
PhysAssetUseSkeletalBodySetup11Physics Assets now use SkeletalBodySetup instead of BodySetup
RemoveSoundWaveCompressionName12Remove SoundWave CompressionName
AddInternalClothingGraphicalSkinning13Switched render data for clothing over to unreal data, reskinned to the simulation mesh
WheelOffsetIsFromWheel14Wheel force offset is now applied at the wheel instead of vehicle COM
MoveCurveTypesToSkeleton15Move 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
CacheDestructibleOverlaps16Cache destructible overlaps on save
GeometryCacheMissingMaterials17Added serialization of materials applied to geometry cache objects
LODsUseResolutionIndependentScreenSize18Switch static and skeletal meshes to calculate LODs based on resolution-independent screen size
BlendSpacePostLoadSnapToGrid19Blend space post load verification
SupportBlendSpaceRateScale20Addition of rate scales to blend space samples
LODHysteresisUseResolutionIndependentScreenSize21LOD hysteresis also needs conversion from the LODsUseResolutionIndependentScreenSize version
ChangeAudioComponentOverrideSubtitlePriorityDefault22AudioComponent override subtitle priority default change
HardSoundReferences23Serialize hard references to sound files when possible
EnforceConstInAnimBlueprintFunctionGraphs24Enforce const correctness in Animation Blueprint function graphs
InputKeySelectorTextStyle25Upgrade the InputKeySelector to use a text style
EdGraphPinContainerType26Represent a pins container type as an enum not 3 independent booleans
ChangeAssetPinsToString27Switch asset pins to store as string instead of hard object reference
LocalVariablesBlueprintVisible28Fix Local Variables so that the properties are correctly flagged as blueprint visible
RemoveUField_Next29Stopped 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)
UserDefinedStructsBlueprintVisible30Fix User Defined structs so that all members are correct flagged blueprint visible
PinsStoreFName31FMaterialInput and FEdGraphPin store their name as FName instead of FString
UserDefinedStructsStoreDefaultInstance32User defined structs store their default instance, which is used for initializing instances
FunctionTerminatorNodesUseMemberReference33Function terminator nodes serialize an FMemberReference rather than a name/class pair
EditableEventsUseConstRefParameters34Custom event and non-native interface event implementations add 'const' to reference parameters
BlueprintGeneratedClassIsAlwaysAuthoritative35No longer serialize the legacy flag that indicates this state, as it is now implied since we don't serialize the skeleton CDO
EnforceBlueprintFunctionVisibility36Enforce visibility of blueprint functions - e.g. raise an error if calling a private function from another blueprint:
StoringUCSSerializationIndex37ActorComponents now store their serialization index

FNiagaraCustomVersion

Namespace: UAssetAPI.CustomVersions

public enum FNiagaraCustomVersion

Inheritance ObjectValueTypeEnumFNiagaraCustomVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made in niagara
VMExternalFunctionBindingRework1Reworked vm external function binding to be more robust.
PostLoadCompilationEnabled2Making all Niagara files reference the version number, allowing post loading recompilation if necessary.
VMExternalFunctionBindingReworkPartDeux3Moved some runtime cost from external functions into the binding step and used variadic templates to neaten that code greatly.
DataInterfacePerInstanceRework4Moved per instance data needed for certain data interfaces out to it's own struct.
NiagaraShaderMaps5Added shader maps and corresponding infrastructure
UpdateSpawnEventGraphCombination6Combined Spawn, Update, and Event scripts into one graph.
DataSetLayoutRework7Reworked data layout to store float and int data separately.
AddedEmitterAndSystemScripts8Reworked scripts to support emitter and system scripts
ScriptExecutionContextRework9Rework of script execution contexts to allow better reuse and reduce overhead of parameter handling.
RemovalOfNiagaraVariableIDs10Removed the Niagara variable ID's making hookup impossible until next compile
SystemEmitterScriptSimulations11System and emitter script simulations.
IntegerRandom12Adding integer random to VM. TODO: The vm really needs its own versioning system that will force a recompile when changes.
AddedEmitterSpawnAttributes13Added emitter spawn attributes
NiagaraShaderMapCooking14cooking of shader maps and corresponding infrastructure
NiagaraShaderMapCooking215don't serialize shader maps for system scripts
AddedScriptRapidIterationVariables16Added script rapid iteration variables, usually top-level module parameters...
AddedTypeToDataInterfaceInfos17Added type to data interface infos
EnabledAutogeneratedDefaultValuesForFunctionCallNodes18Hooked up autogenerated default values for function call nodes.
CurveLUTNowOnByDefault19Now curve data interfaces have look-up tables on by default.
ScriptsNowUseAGuidForIdentificationInsteadOfAnIndex20Scripts now use a guid for identification instead of an index when there are more than one with the same usage.
NiagaraCombinedGPUSpawnUpdate21don't serialize shader maps for update scripts
DontCompileGPUWhenNotNeeded22don't serialize shader maps for emitters that don't run on gpu.
NowSerializingReadWriteDataSets24We weren't serializing event data sets previously.
TranslatorClearOutBetweenEmitters25Forcing the internal parameter map vars to be reset between emitter calls.
AddSamplerDataInterfaceParams26added sampler shader params based on DI buffer descriptors
GPUShadersForceRecompileNeeded27Need to force the GPU shaders to recompile
PlaybackRangeStoredOnSystem28The playback range for the timeline is now stored in the system editor data.
MovedToDerivedDataCache29All cached values will auto-recompile.
DataInterfacesNotAllocated30Data interfaces are preallocated
EmittersHaveGenericUniqueNames31emitter scripts are built using "Emitter." instead of the full name.
MovingTranslatorVersionToGuid32no longer have compiler version enum value in this list, instead moved to a guid, which works better for the DDC
AddingParamMapToDataSetBaseNode33adding a parameter map in/out to the data set base node
DataInterfaceComputeShaderParamRefactor34refactor of CS parameters allowing regular params as well as buffers.
CurveLUTRegen35bumping version and forcing curves to regen their LUT on version change.
AssignmentNodeUsesBeginDefaults36Changing the graph generation for assignment nodes so that it uses a "Begin Defaults" node where appropriate.
AssignmentNodeHasCorrectUsageBitmask37Updating the usage flage bitmask for assignment nodes to match the part of the stack it's used in.
EmitterLocalSpaceLiteralConstant38Emitter 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.
TextureDataInterfaceUsesCustomSerialize39The cpu cache of the texture is now directly serialized instead of using array property serialization.
TextureDataInterfaceSizeSerialize40The texture data interface now streams size info
SkelMeshInterfaceAPIImprovements41API to skeletal mesh interface was improved but requires a recompile and some graph fixup.
ImproveLoadTimeFixupOfOpAddPins42Only do op add pin fixup on existing nodes which are before this version
MoveCommonInputMetadataToProperties43Moved commonly used input metadata out of the strin/string property metadata map to actual properties on the metadata struct.
UseHashesToIdentifyCompileStateOfTopLevelScripts44Move 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.
MetaDataAndParametersUpdate45Reworked 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.
MoveInheritanceDataFromTheEmitterHandleToTheEmitter46Moved the emitter inheritance data from the emitter handle to the emitter to allow for chained emitter inheritance.
AddLibraryAssetProperty47Add property to all Niagara scripts indicating whether or not they belong to the library
AddAdditionalDefinesProperty48Addding additional defines to the GPU script
RemoveGraphUsageCompileIds49Remove 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.
AddRIAndDetailLevel50Adding UseRapidIterationParams and DetailLevelMask to the GPU script
ChangeEmitterCompiledDataToSharedRefs51Changing 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.
DisableSortingByDefault52Sorting on Renderers is disabled by default, we add a version to maintain existing systems that expected sorting to be enabled
MemorySaving53Convert TMap into TArray to save memory, TMap contains an inline allocator which pushes the size to 80 bytes
AddSimulationStageUsageEnum54Added a new value to the script usage enum, and we need a custom version to fix the existing bitfields.
AddGeneratedFunctionsToGPUParamInfo55Save the functions generated by a GPU data interface inside FNiagaraDataInterfaceGPUParamInfo
PlatformScalingRefactor56Removed DetailLevel in favor of FNiagaraPlatfomSet based selection of per platform settings.
PrecompileNamespaceFixup57Promote parameters used across script executions to the Dataset, and Demote unused parameters.
FixNullScriptVariables58Postload fixup in UNiagaraGraph to fixup VariableToScriptVariable map entries being null.
PrecompileNamespaceFixup259Move FNiagaraVariableMetaData from storing scope enum to storing registered scope name.
SimulationStageInUsageBitmask60Enable the simulation stage flag by default in the usage bitmask of modules and functions
StandardizeParameterNames61Fix 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.
ComponentsOnlyHaveUserVariables62Make sure that UNiagaraComponents only have override maps for User variables.
RibbonRendererUVRefactor63Refactor the options for UV settings on the ribbon renderer.
VariablesUseTypeDefRegistry64Replace the TypeDefinition in VariableBase with an index into the type registry
AddLibraryVisibilityProperty65Expand the visibility options of the scripts to be able to hide a script completely from the user
ModuleVersioning67Added support for multiple versions of script data
ChangeSystemDeterministicDefault69Changed the default mode from deterministic to non-deterministic which matches emitters
StaticSwitchFunctionPinsUsePersistentGuids70Update 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.
VisibilityCullingImprovements71Extended visibility culling options and moved properties into their own struct.
PopulateFunctionCallNodePinNameBindings73Function call node refresh from external changes has been refactored so that they don't need to populate their name bindings every load.
ComponentRendererSpawnProperty74Changed the default value for the component renderer's OnlyCreateComponentsOnParticleSpawn property
RepopulateFunctionCallNodePinNameBindings75Previous repopulate didn't handle module attributes like Particles.Module.Name so they need to be repopulated for renaming to work correctly.
EventSpawnsUpdateInitialAttributeValues76Event spawns now optionally update Initial. attribute values. New default is true but old data is kept false to maintain existing behavior.
AddVariadicParametersToGPUFunctionInfo77Adds list of variadic parameters to the information about GPU functions.
DynamicPinNodeFixup78Some data fixup for NiagaraNodeWithDynamicPins.
RibbonRendererLinkOrderDefaultIsUniqueID79Ribbon renderer will default to unique ID rather than normalized age to make more things 'just work'
SubImageBlendEnabledByDefault80Renderer SubImage Blends are enabled by default
RibbonPlaneUseGeometryNormals81Ribbon renderer will use geometry normals by default rather than screen / facing aligned normals
InitialOwnerVelocityFromActor82Actors velocity is used for the initial velocity before the component has any tracking, old assets use the old zero velocity
ParameterBindingWithValueRenameFixup83FNiagaraParameterBindingWithValue wouldn't necessarily have the appropriate ResolvedParameter namespace when it comes to emitter merging
SimCache_BulkDataVersion184Sim Cache moved to bulk data by default
InheritanceUxRefactor85Decoupling of 'Template' and 'Inheritance'
NDCSpawnGroupOverrideDisabledByDefault86NDC Read DIs will not override spawn group by default when spawning particles. Old content will remain unchanged.
VersionPlusOne87DO 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 ObjectValueTypeEnumFNiagaraObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
VersionPlusOne2-----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 ObjectValueTypeEnumFReleaseObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
StaticMeshExtendedBoundsFix1Static Mesh extended bounds radius fix
NoSyncAsyncPhysAsset2Physics asset bodies are either in the sync scene or the async scene, but not both
LevelTransArrayConvertedToTArray3ULevel was using TTransArray incorrectly (serializing the entire array in addition to individual mutations). converted to a TArray
AddComponentNodeTemplateUniqueNames4Add Component node templates now use their own unique naming scheme to ensure more reliable archetype lookups.
UPropertryForMeshSectionSerialize5Fix a serialization issue with static mesh FMeshSectionInfoMap FProperty
ConvertHLODScreenSize6Existing HLOD settings screen size to screen area conversion
SpeedTreeBillboardSectionInfoFixup7Adding mesh section info data for existing billboard LOD models
EventSectionParameterStringAssetRef8Change FMovieSceneEventParameters::StructType to be a string asset reference from a TWeakObjectPtr UScriptStruct
SkyLightRemoveMobileIrradianceMap9Remove serialized irradiance map data from skylight.
RenameNoTwistToAllowTwistInTwoBoneIK10rename bNoTwist to bAllowTwist
MaterialLayersParameterSerializationRefactor11Material layers serialization refactor
AddSkeletalMeshSectionDisable12Added disable flag to skeletal mesh data
RemovedMaterialSharedInputCollection13Removed objects that were serialized as part of this material feature
HISMCClusterTreeMigration14HISMC Cluster Tree migration to add new data
PinDefaultValuesVerified15Default values on pins in blueprints could be saved incoherently
FixBrokenStateMachineReferencesInTransitionGetters16During copy and paste transition getters could end up with broken state machine references
MeshDescriptionNewSerialization17Change to MeshDescription serialization
UnclampRGBColorCurves18Change to not clamp RGB values > 1 on linear color curves
LinkTimeAnimBlueprintRootDiscoveryBugFix19BugFix for FAnimObjectVersion::LinkTimeAnimBlueprintRootDiscovery.
TrailNodeBlendVariableNameChange20Change trail anim node variable deprecation
PropertiesSerializeRepCondition21Make sure the Blueprint Replicated Property Conditions are actually serialized properly.
FocalDistanceDisablesDOF22DepthOfFieldFocalDistance at 0 now disables DOF instead of DepthOfFieldFstop at 0.
Unused_SoundClass2DReverbSend23Removed versioning, but version entry must still exist to keep assets saved with this version loadable
GroomAssetVersion124Groom asset version
GroomAssetVersion225Groom asset version
SerializeAnimModifierState26Store applied version of Animation Modifier to use when reverting
GroomAssetVersion327Groom asset version
DeprecateFilmbackSettings28Upgrade filmback
CustomImplicitCollisionType29custom collision type
FFieldPathOwnerSerialization30FFieldPath will serialize the owner struct reference and only a short path to its property
ReleaseUE4VersionFixup31Dummy version to allow us to Fix up the fact that ReleaseObjectVersion was changed elsewhere
PinTypeIncludesUObjectWrapperFlag32Pin types include a flag that propagates the 'CPF_UObjectWrapper' flag to generated properties
WeightFMeshToMeshVertData33Added Weight member to FMeshToMeshVertData
AnimationGraphNodeBindingsDisplayedAsPins34Animation graph node bindings displayed as pins
SerializeRigVMOffsetSegmentPaths35Serialized rigvm offset segment paths
AbcVelocitiesSupport36Upgrade AbcGeomCacheImportSettings for velocities
MarginAddedToConvexAndBox37Add margin support to Chaos Convex
StructureDataAddedToConvex38Add structure data to Chaos Convex
AddedFrontRightUpAxesToLiveLinkPreProcessor39Changed axis UI for LiveLink AxisSwitch Pre Processor
FixupCopiedEventSections40Some sequencer event sections that were copy-pasted left broken links to the director BP
RemoteControlSerializeFunctionArgumentsSize41Serialize the number of bytes written when serializing function arguments
AddedSubSequenceEntryWarpCounter42Add loop counters to sequencer's compiled sub-sequence data
LonglatTextureCubeDefaultMaxResolution43Remove default resolution limit of 512 pixels for cubemaps generated from long-lat sources

FSequencerObjectVersion

Namespace: UAssetAPI.CustomVersions

public enum FSequencerObjectVersion

Inheritance ObjectValueTypeEnumFSequencerObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
RenameMediaSourcePlatformPlayers1Per-platform overrides player overrides for media sources changed name and type.
ConvertEnableRootMotionToForceRootLock2Enable root motion isn't the right flag to use, but force root lock
ConvertMultipleRowsToTracks3Convert multiple rows to tracks
WhenFinishedDefaultsToRestoreState4When finished now defaults to restore state
EvaluationTree5EvaluationTree added
WhenFinishedDefaultsToProjectDefault6When finished now defaults to project default
FloatToIntConversion7Use int range rather than float range in FMovieSceneSegment
PurgeSpawnableBlueprints8Purged old spawnable blueprint classes from level sequence assets
FinishUMGEvaluation9Finish UMG evaluation on end
SerializeFloatChannel10Manual serialization of float channel
ModifyLinearKeysForOldInterp11Change the linear keys so they act the old way and interpolate always.
SerializeFloatChannelCompletely12Full Manual serialization of float channel
SpawnableImprovements13Set ContinuouslyRespawn to false by default, added FMovieSceneSpawnable::bNetAddressableName

FUE5ReleaseStreamObjectVersion

Namespace: UAssetAPI.CustomVersions

public enum FUE5ReleaseStreamObjectVersion

Inheritance ObjectValueTypeEnumFUE5ReleaseStreamObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
BeforeCustomVersionWasAdded0Before any version changes were made
ReflectionMethodEnum1Added Lumen reflections to new reflection enum, changed defaults
WorldPartitionActorDescSerializeHLODInfo2Serialize HLOD info in WorldPartitionActorDesc
RemovingTessellation3Removing Tessellation from materials and meshes.
LevelInstanceSerializeRuntimeBehavior4LevelInstance serialize runtime behavior
PoseAssetRuntimeRefactor5Refactoring Pose Asset runtime data structures
WorldPartitionActorDescSerializeActorFolderPath6Serialize the folder path of actor descs
HairStrandsVertexFormatChange7Change hair strands vertex format
AddChaosMaxLinearAngularSpeed8Added max linear and angular speed to Chaos bodies
PackedLevelInstanceVersion9PackedLevelInstance version
PackedLevelInstanceBoundsFix10PackedLevelInstance bounds fix
CustomPropertyAnimGraphNodesUseOptionalPinManager11Custom property anim graph nodes (linked anim graphs, control rig etc.) now use optional pin manager
TextFormatArgumentData64bitSupport12Add native double and int64 support to FFormatArgumentData
MaterialLayerStacksAreNotParameters13Material layer stacks are no longer considered 'static parameters'
MaterialInterfaceSavedCachedData14CachedExpressionData is moved from UMaterial to UMaterialInterface
AddClothMappingLODBias15Add support for multiple cloth deformer LODs to be able to raytrace cloth with a different LOD than the one it is rendered with
AddLevelActorPackagingScheme16Add support for different external actor packaging schemes
WorldPartitionActorDescSerializeAttachParent17Add support for linking to the attached parent actor in WorldPartitionActorDesc
ConvertedActorGridPlacementToSpatiallyLoadedFlag18Converted AActor GridPlacement to bIsSpatiallyLoaded flag
ActorGridPlacementDeprecateDefaultValueFixup19Fixup for bad default value for GridPlacement_DEPRECATED
PackedLevelActorUseWorldPartitionActorDesc20PackedLevelActor started using FWorldPartitionActorDesc (not currently checked against but added as a security)
AddLevelActorFolders21Add support for actor folder objects
RemoveSkeletalMeshLODModelBulkDatas22Remove FSkeletalMeshLODModel bulk datas
ExcludeBrightnessFromEncodedHDRCubemap23Exclude brightness from the EncodedHDRCubemap,
VolumetricCloudSampleCountUnification24Unified volumetric cloud component quality sample count slider between main and reflection views for consistency
PoseAssetRawDataGUID25Pose asset GUID generated from source AnimationSequence
ConvolutionBloomIntensity26Convolution bloom now take into account FPostProcessSettings::BloomIntensity for scatter dispersion.
WorldPartitionHLODActorDescSerializeHLODSubActors27Serialize FHLODSubActors instead of FGuids in WorldPartition HLODActorDesc
LargeWorldCoordinates28Large Worlds - serialize double types as doubles
BlueprintPinsUseRealNumbers29Deserialize old BP float and double types as real numbers for pins
UpdatedDirectionalLightShadowDefaults30Changed shadow defaults for directional light components, version needed to not affect old things
GeometryCollectionConvexDefaults31Refresh geometry collections that had not already generated convex bodies.
ChaosClothFasterDamping32Add faster damping calculations to the cloth simulation and rename previous Damping parameter to LocalDamping.
WorldPartitionLandscapeActorDescSerializeLandscapeActorGuid33Serialize LandscapeActorGuid in FLandscapeActorDesc sub class.
AddedInertiaTensorAndRotationOfMassAddedToConvex34add inertia tensor and rotation of mass to convex
ChaosInertiaConvertedToVec335Storing inertia tensor as vec3 instead of matrix.
SerializeFloatPinDefaultValuesAsSinglePrecision36For Blueprint real numbers, ensure that legacy float data is serialized as single-precision
AnimLayeredBoneBlendMasks37Upgrade the BlendMasks array in existing LayeredBoneBlend nodes
StoreReflectionCaptureEncodedHDRDataInRG11B10Format38Uses RG11B10 format to store the encoded reflection capture data on mobile
RawAnimSequenceTrackSerializer39Add WithSerializer type trait and implementation for FRawAnimSequenceTrack
RemoveDuplicatedStyleInfo40Removed font from FEditableTextBoxStyle, and added FTextBlockStyle instead.
LinkedAnimGraphMemberReference41Added member reference to linked anim graphs
DynamicMeshComponentsDefaultUseExternalTangents42Changed default tangent behavior for new dynamic mesh components
MediaCaptureNewResizeMethods43Added resize methods to media capture
RigVMSaveDebugMapInGraphFunctionData44Function data stores a map from work to debug operands
LocalExposureDefaultChangeFrom145Changed default Local Exposure Contrast Scale from 1.0 to 0.8
WorldPartitionActorDescSerializeActorIsListedInSceneOutliner46Serialize bActorIsListedInSceneOutliner in WorldPartitionActorDesc
OpenColorIODisabledDisplayConfigurationDefault47Disabled opencolorio display configuration by default
WorldPartitionExternalDataLayers48Serialize ExternalDataLayerAsset in WorldPartitionActorDesc
ChaosClothFictitiousAngularVelocitySubframeFix49Fix Chaos Cloth fictitious angular scale bug that requires existing parameter rescaling.
SinglePrecisonParticleDataPT50Store physics thread particles data in single precision
OrthographicAutoNearFarPlane51Orthographic Near and Far Plane Auto-resolve enabled by default
VersionPlusOne52-----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 ObjectAttributeIntroducedAttribute

Fields

IntroducedVersion

public EngineVersion IntroducedVersion;

Properties

TypeId

public object TypeId { get; }

Property Value

Object

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 ObjectExportNormalExportFieldExportStructExportClassExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectExportNormalExportDataTableExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectValueTypeEnumEClassSerializationControlExtension
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECppForm

Namespace: UAssetAPI.ExportTypes

How this enum is declared in C++. Affects the internal naming of enum values.

public enum ECppForm

Inheritance ObjectValueTypeEnumECppForm
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

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 ObjectValueTypeEnumEExportFilterFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EnumExport

Namespace: UAssetAPI.ExportTypes

Export data for an enumeration. See UEnum.

public class EnumExport : NormalExport, System.ICloneable

Inheritance ObjectExportNormalExportEnumExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

Constructors

Export(UnrealPackage, Byte[])

public Export(UnrealPackage asset, Byte[] extras)

Parameters

asset UnrealPackage

extras Byte[]

Export()

public Export()

Methods

ShouldSerializeOuterIndex()

public bool ShouldSerializeOuterIndex()

Returns

Boolean

ShouldSerializeClassIndex()

public bool ShouldSerializeClassIndex()

Returns

Boolean

ShouldSerializeSuperIndex()

public bool ShouldSerializeSuperIndex()

Returns

Boolean

ShouldSerializeTemplateIndex()

public bool ShouldSerializeTemplateIndex()

Returns

Boolean

ShouldSerializeZen_OuterIndex()

public bool ShouldSerializeZen_OuterIndex()

Returns

Boolean

ShouldSerializeZen_ClassIndex()

public bool ShouldSerializeZen_ClassIndex()

Returns

Boolean

ShouldSerializeZen_SuperIndex()

public bool ShouldSerializeZen_SuperIndex()

Returns

Boolean

ShouldSerializeZen_TemplateIndex()

public bool ShouldSerializeZen_TemplateIndex()

Returns

Boolean

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

Int64

WriteExportMapEntry(AssetBinaryWriter)

public void WriteExportMapEntry(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

GetAllObjectExportFields(UnrealPackage)

public static MemberInfo[] GetAllObjectExportFields(UnrealPackage asset)

Parameters

asset UnrealPackage

Returns

MemberInfo[]

GetAllFieldNames(UnrealPackage)

public static String[] GetAllFieldNames(UnrealPackage asset)

Parameters

asset UnrealPackage

Returns

String[]

GetExportClassType()

public FName GetExportClassType()

Returns

FName

GetClassTypeForAncestry(UnrealPackage, FName&)

public FName GetClassTypeForAncestry(UnrealPackage asset, FName& modulePath)

Parameters

asset UnrealPackage

modulePath FName&

Returns

FName

GetClassTypeForAncestry(FPackageIndex, UnrealPackage, FName&)

public static FName GetClassTypeForAncestry(FPackageIndex classIndex, UnrealPackage asset, FName& modulePath)

Parameters

classIndex FPackageIndex

asset UnrealPackage

modulePath FName&

Returns

FName

ToString()

public string ToString()

Returns

String

Clone()

public object Clone()

Returns

Object

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 ObjectExportNormalExportFieldExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectTMap<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

FString

Item

public FString Item { get; set; }

Property Value

FString

Count

Gets the number of items in the dictionary

public int Count { get; }

Property Value

Int32

Keys

Gets all the keys in the ordered dictionary in their proper order.

public ICollection<FString> Keys { get; }

Property Value

ICollection<FString>

Values

Gets all the values in the ordered dictionary in their proper order.

public ICollection<FString> Values { get; }

Property Value

ICollection<FString>

Comparer

Gets the key comparer for this dictionary

public IEqualityComparer<FString> Comparer { get; }

Property Value

IEqualityComparer<FString>

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 ObjectExportNormalExportFieldExportStructExportFunctionExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectValueTypeFURL

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

Int32

LevelExport

Namespace: UAssetAPI.ExportTypes

public class LevelExport : NormalExport, System.ICloneable

Inheritance ObjectExportNormalExportLevelExport
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;
public FPackageIndex NavListStart;
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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

NormalExport

Namespace: UAssetAPI.ExportTypes

A regular export representing a UObject, with no special serialization.

public class NormalExport : Export, System.ICloneable

Inheritance ObjectExportNormalExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectExportNormalExportPropertyExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectExportRawExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectValueTypeSerializedInterfaceReference

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 ObjectExportNormalExportStringTableExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectExportNormalExportFieldExportStructExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectUDataTable

Fields

Data

public List<StructPropertyData> Data;

Constructors

UDataTable()

public UDataTable()

UDataTable(List<StructPropertyData>)

public UDataTable(List<StructPropertyData> data)

Parameters

data List<StructPropertyData>

UEnum

Namespace: UAssetAPI.ExportTypes

Reflection data for an enumeration.

public class UEnum

Inheritance ObjectUEnum

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 ObjectExportNormalExportFieldExportStructExportUserDefinedStructExport
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

FPackageIndex

ClassIndex

Location of this export's class (import/other export). 0 = this export is a UClass

public FPackageIndex ClassIndex { get; set; }

Property Value

FPackageIndex

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

FPackageIndex

TemplateIndex

Location of this export's template (import/other export). 0 = there is some problem

public FPackageIndex TemplateIndex { get; set; }

Property Value

FPackageIndex

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 ObjectValueTypeEnumEArrayDim
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELifetimeCondition

Namespace: UAssetAPI.FieldTypes

Secondary condition to check before considering the replication of a lifetime property.

public enum ELifetimeCondition

Inheritance ObjectValueTypeEnumELifetimeCondition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
COND_None0This property has no condition, and will send anytime it changes
COND_InitialOnly1This property will only attempt to send on the initial bunch
COND_OwnerOnly2This property will only send to the actor's owner
COND_SkipOwner3This property send to every connection EXCEPT the owner
COND_SimulatedOnly4This property will only send to simulated actors
COND_AutonomousOnly5This property will only send to autonomous actors
COND_SimulatedOrPhysics6This property will send to simulated OR bRepPhysics actors
COND_InitialOrOwner7This property will send on the initial packet, or to the actors owner
COND_Custom8This property has no particular condition, but wants the ability to toggle on/off via SetCustomIsActiveOverride
COND_ReplayOrOwner9This property will only send to the replay connection, or to the actors owner
COND_ReplayOnly10This property will only send to the replay connection
COND_SimulatedOnlyNoReplay11This property will send to actors only, but not to replay connections
COND_SimulatedOrPhysicsNoReplay12This property will send to simulated Or bRepPhysics actors, but not to replay connections
COND_SkipReplay13This property will not send to the replay connection
COND_Never15This property will never be replicated

FArrayProperty

Namespace: UAssetAPI.FieldTypes

public class FArrayProperty : FProperty

Inheritance ObjectFFieldFPropertyFArrayProperty

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 ObjectFFieldFPropertyFBoolProperty

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 ObjectFFieldFPropertyFByteProperty

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 ObjectFFieldFPropertyFObjectPropertyFClassProperty

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 ObjectFFieldFPropertyFDelegateProperty

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 ObjectFFieldFPropertyFEnumProperty

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

Inheritance ObjectFField

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 ObjectFFieldFPropertyFGenericProperty

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 ObjectFFieldFPropertyFInterfaceProperty

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 ObjectFFieldFPropertyFMapProperty

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 ObjectFFieldFPropertyFDelegatePropertyFMulticastDelegateProperty

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 ObjectFFieldFPropertyFDelegatePropertyFMulticastDelegatePropertyFMulticastInlineDelegateProperty

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 ObjectFFieldFPropertyFNumericProperty

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 ObjectFFieldFPropertyFObjectProperty

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 ObjectFFieldFPropertyFOptionalProperty

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 ObjectFFieldFProperty

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

EPropertyType

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 ObjectFFieldFPropertyFSetProperty

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 ObjectFFieldFPropertyFObjectPropertyFSoftClassProperty

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 ObjectFFieldFPropertyFObjectPropertyFSoftObjectProperty

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 ObjectFFieldFPropertyFStructProperty

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 ObjectFFieldFPropertyFObjectPropertyFWeakObjectProperty

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 ObjectUFieldUPropertyUArrayProperty

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 ObjectUFieldUPropertyUObjectPropertyUAssetClassProperty

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 ObjectUFieldUPropertyUObjectPropertyUAssetObjectProperty

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 ObjectUFieldUPropertyUBoolProperty

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 ObjectUFieldUPropertyUByteProperty

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 ObjectUFieldUPropertyUObjectPropertyUClassProperty

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 ObjectUFieldUPropertyUDelegateProperty

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 ObjectUFieldUPropertyUNumericPropertyUDoubleProperty

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 ObjectUFieldUPropertyUEnumProperty

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

Inheritance ObjectUField

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 ObjectUFieldUPropertyUNumericPropertyUFloatProperty

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 ObjectUFieldUPropertyUGenericProperty

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 ObjectUFieldUPropertyUNumericPropertyUInt16Property

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 ObjectUFieldUPropertyUNumericPropertyUInt64Property

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 ObjectUFieldUPropertyUNumericPropertyUInt8Property

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 ObjectUFieldUPropertyUInterfaceProperty

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 ObjectUFieldUPropertyUNumericPropertyUIntProperty

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 ObjectUFieldUPropertyUObjectPropertyULazyObjectProperty

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 ObjectUFieldUPropertyUMapProperty

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 ObjectUFieldUPropertyUDelegatePropertyUMulticastDelegateProperty

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 ObjectUFieldUPropertyUDelegatePropertyUMulticastDelegatePropertyUMulticastInlineDelegateProperty

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 ObjectUFieldUPropertyUDelegatePropertyUMulticastDelegatePropertyUMulticastSparseDelegateProperty

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 ObjectUFieldUPropertyUNameProperty

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 ObjectUFieldUPropertyUNumericProperty

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 ObjectUFieldUPropertyUObjectProperty

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 ObjectUFieldUProperty

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

EPropertyType

USetProperty

Namespace: UAssetAPI.FieldTypes

public class USetProperty : UProperty

Inheritance ObjectUFieldUPropertyUSetProperty

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 ObjectUFieldUPropertyUObjectPropertyUSoftClassProperty

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 ObjectUFieldUPropertyUObjectPropertyUSoftObjectProperty

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 ObjectUFieldUPropertyUStrProperty

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 ObjectUFieldUPropertyUStructProperty

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 ObjectUFieldUPropertyUTextProperty

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 ObjectUFieldUPropertyUNumericPropertyUUInt16Property

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 ObjectUFieldUPropertyUNumericPropertyUUInt32Property

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 ObjectUFieldUPropertyUNumericPropertyUUInt64Property

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 ObjectUFieldUPropertyUObjectPropertyUWeakObjectProperty

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 ObjectValueTypeEnumEExportCommandType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EIoChunkType4

Namespace: UAssetAPI.IO

EIoChunkType in UE4

public enum EIoChunkType4

Inheritance ObjectValueTypeEnumEIoChunkType4
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EIoChunkType5

Namespace: UAssetAPI.IO

EIoChunkType in UE5

public enum EIoChunkType5

Inheritance ObjectValueTypeEnumEIoChunkType5
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

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 ObjectValueTypeEnumEIoCompressionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EIoContainerFlags

Namespace: UAssetAPI.IO

public enum EIoContainerFlags

Inheritance ObjectValueTypeEnumEIoContainerFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EIoStoreTocEntryMetaFlags

Namespace: UAssetAPI.IO

public enum EIoStoreTocEntryMetaFlags

Inheritance ObjectValueTypeEnumEIoStoreTocEntryMetaFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EIoStoreTocVersion

Namespace: UAssetAPI.IO

IO store container format version

public enum EIoStoreTocVersion

Inheritance ObjectValueTypeEnumEIoStoreTocVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EZenPackageVersion

Namespace: UAssetAPI.IO

public enum EZenPackageVersion

Inheritance ObjectValueTypeEnumEZenPackageVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

FExportBundleEntry

Namespace: UAssetAPI.IO

public struct FExportBundleEntry

Inheritance ObjectValueTypeFExportBundleEntry

Fields

LocalExportIndex

public uint LocalExportIndex;

CommandType

public EExportCommandType CommandType;

Methods

Read(AssetBinaryReader)

FExportBundleEntry Read(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Returns

FExportBundleEntry

Write(AssetBinaryWriter, UInt32, EExportCommandType)

int Write(AssetBinaryWriter writer, uint lei, EExportCommandType typ)

Parameters

writer AssetBinaryWriter

lei UInt32

typ EExportCommandType

Returns

Int32

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FExportBundleHeader

Namespace: UAssetAPI.IO

public struct FExportBundleHeader

Inheritance ObjectValueTypeFExportBundleHeader

Fields

SerialOffset

public ulong SerialOffset;

FirstEntryIndex

public uint FirstEntryIndex;

EntryCount

public uint EntryCount;

Methods

Read(AssetBinaryReader)

FExportBundleHeader Read(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Returns

FExportBundleHeader

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

Int32

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FExternalArc

Namespace: UAssetAPI.IO

public struct FExternalArc

Inheritance ObjectValueTypeFExternalArc

Fields

FromImportIndex

public int FromImportIndex;

ToExportBundleIndex

public int ToExportBundleIndex;

Methods

Read(AssetBinaryReader)

FExternalArc Read(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Returns

FExternalArc

Write(AssetBinaryWriter, Int32, EExportCommandType, Int32)

int Write(AssetBinaryWriter writer, int v1, EExportCommandType v2, int v3)

Parameters

writer AssetBinaryWriter

v1 Int32

v2 EExportCommandType

v3 Int32

Returns

Int32

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FInternalArc

Namespace: UAssetAPI.IO

public struct FInternalArc

Inheritance ObjectValueTypeFInternalArc

Fields

FromExportBundleIndex

public int FromExportBundleIndex;

ToExportBundleIndex

public int ToExportBundleIndex;

Methods

Read(AssetBinaryReader)

FInternalArc Read(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Returns

FInternalArc

Write(AssetBinaryWriter, Int32, Int32)

int Write(AssetBinaryWriter writer, int v2, int v3)

Parameters

writer AssetBinaryWriter

v2 Int32

v3 Int32

Returns

Int32

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FIoChunkId

Namespace: UAssetAPI.IO

Identifier to a chunk of data.

public struct FIoChunkId

Inheritance ObjectValueTypeFIoChunkId

Fields

ChunkId

public ulong ChunkId;

ChunkIndex

public ushort ChunkIndex;

ChunkType

public byte ChunkType;

Properties

ChunkType4

public EIoChunkType4 ChunkType4 { get; }

Property Value

EIoChunkType4

ChunkType5

public EIoChunkType5 ChunkType5 { get; }

Property Value

EIoChunkType5

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

FIoChunkId

Pack(UInt64, UInt16, Byte)

Byte[] Pack(ulong v1, ushort v2_, byte v3)

Parameters

v1 UInt64

v2_ UInt16

v3 Byte

Returns

Byte[]

Pack()

Byte[] Pack()

Returns

Byte[]

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

Int32

Write(IOStoreBinaryWriter)

int Write(IOStoreBinaryWriter writer)

Parameters

writer IOStoreBinaryWriter

Returns

Int32

FIoDirectoryEntry

Namespace: UAssetAPI.IO

public class FIoDirectoryEntry

Inheritance ObjectFIoDirectoryEntry

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

FString

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 ObjectFIoFileEntry

Fields

ParentContainer

public IOStoreContainer ParentContainer;

NextFileEntry

public uint NextFileEntry;

UserData

public uint UserData;

Properties

Name

public FString Name { get; set; }

Property Value

FString

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 ObjectValueTypeFIoOffsetAndLength

Fields

Offset

public ulong Offset;

Length

public ulong Length;

Methods

Read(IOStoreBinaryReader)

FIoOffsetAndLength Read(IOStoreBinaryReader reader)

Parameters

reader IOStoreBinaryReader

Returns

FIoOffsetAndLength

Write(IOStoreBinaryWriter, UInt64, UInt64)

int Write(IOStoreBinaryWriter writer, ulong v1, ulong v2)

Parameters

writer IOStoreBinaryWriter

v1 UInt64

v2 UInt64

Returns

Int32

Write(IOStoreBinaryWriter)

int Write(IOStoreBinaryWriter writer)

Parameters

writer IOStoreBinaryWriter

Returns

Int32

FIoStoreMetaData

Namespace: UAssetAPI.IO

public struct FIoStoreMetaData

Inheritance ObjectValueTypeFIoStoreMetaData

Fields

SHA1Hash

public Byte[] SHA1Hash;

Flags

public EIoStoreTocEntryMetaFlags Flags;

FIoStoreTocCompressedBlockEntry

Namespace: UAssetAPI.IO

Compression block entry.

public struct FIoStoreTocCompressedBlockEntry

Inheritance ObjectValueTypeFIoStoreTocCompressedBlockEntry

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

Int32

Write(IOStoreBinaryWriter)

int Write(IOStoreBinaryWriter writer)

Parameters

writer IOStoreBinaryWriter

Returns

Int32

FScriptObjectEntry

Namespace: UAssetAPI.IO

public struct FScriptObjectEntry

Inheritance ObjectValueTypeFScriptObjectEntry

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 ObjectFSerializedNameHeader

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

FSerializedNameHeader

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

IReadOnlyList<FString>

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

FString

ContainsNameReference(FString)

bool ContainsNameReference(FString search)

Parameters

search FString

Returns

Boolean

SearchNameReference(FString)

int SearchNameReference(FString search)

Parameters

search FString

Returns

Int32

AddNameReference(FString, Boolean)

int AddNameReference(FString name, bool forceAddDuplicates)

Parameters

name FString

forceAddDuplicates Boolean

Returns

Int32

CanCreateDummies()

bool CanCreateDummies()

Returns

Boolean

IOGlobalData

Namespace: UAssetAPI.IO

Global data exported from a game's global IO store container.

public class IOGlobalData : INameMap

Inheritance ObjectIOGlobalData
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 ObjectBinaryReaderUnrealBinaryReaderIOStoreBinaryReader
Implements IDisposable

Fields

Asset

public IOStoreContainer Asset;

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

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

FName

IOStoreBinaryWriter

Namespace: UAssetAPI.IO

public class IOStoreBinaryWriter : System.IO.BinaryWriter, System.IDisposable, System.IAsyncDisposable

Inheritance ObjectBinaryWriterIOStoreBinaryWriter
Implements IDisposable, IAsyncDisposable

Fields

Asset

public IOStoreContainer Asset;

Properties

BaseStream

public Stream BaseStream { get; }

Property Value

Stream

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

Int32

IOStoreContainer

Namespace: UAssetAPI.IO

Represents an IO store container (utoc/ucas).

public class IOStoreContainer : System.IDisposable

Inheritance ObjectIOStoreContainer
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

Boolean

SearchNameReference(FString)

internal int SearchNameReference(FString search)

Parameters

search FString

Returns

Int32

AddNameReference(FString, Boolean)

internal int AddNameReference(FString name, bool forceAddDuplicates)

Parameters

name FString

forceAddDuplicates Boolean

Returns

Int32

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

Boolean

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 ObjectUnrealPackageZenAsset
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

EPackageFlags

HasUnversionedProperties

Whether or not this asset uses unversioned properties.

public bool HasUnversionedProperties { get; }

Property Value

Boolean

IsFilterEditorOnly

Whether or not this asset has PKG_FilterEditorOnly flag.

public bool IsFilterEditorOnly { get; }

Property Value

Boolean

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

String

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

FName

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

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

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

Boolean

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

Object

FPackageIndexJsonConverter

Namespace: UAssetAPI.JSON

public class FPackageIndexJsonConverter : Newtonsoft.Json.JsonConverter

Inheritance Object → JsonConverter → FPackageIndexJsonConverter

Properties

CanRead

public bool CanRead { get; }

Property Value

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

Constructors

FPackageIndexJsonConverter()

public FPackageIndexJsonConverter()

Methods

CanConvert(Type)

public bool CanConvert(Type objectType)

Parameters

objectType Type

Returns

Boolean

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

Object

FSignedZeroJsonConverter

Namespace: UAssetAPI.JSON

public class FSignedZeroJsonConverter : Newtonsoft.Json.JsonConverter

Inheritance Object → JsonConverter → FSignedZeroJsonConverter

Properties

CanRead

public bool CanRead { get; }

Property Value

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

Constructors

FSignedZeroJsonConverter()

public FSignedZeroJsonConverter()

Methods

CanConvert(Type)

public bool CanConvert(Type objectType)

Parameters

objectType Type

Returns

Boolean

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

Object

FStringJsonConverter

Namespace: UAssetAPI.JSON

public class FStringJsonConverter : Newtonsoft.Json.JsonConverter

Inheritance Object → JsonConverter → FStringJsonConverter

Properties

CanRead

public bool CanRead { get; }

Property Value

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

Constructors

FStringJsonConverter()

public FStringJsonConverter()

Methods

CanConvert(Type)

public bool CanConvert(Type objectType)

Parameters

objectType Type

Returns

Boolean

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

Object

FStringTableJsonConverter

Namespace: UAssetAPI.JSON

public class FStringTableJsonConverter : Newtonsoft.Json.JsonConverter

Inheritance Object → JsonConverter → FStringTableJsonConverter

Properties

CanRead

public bool CanRead { get; }

Property Value

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

Constructors

FStringTableJsonConverter()

public FStringTableJsonConverter()

Methods

CanConvert(Type)

public bool CanConvert(Type objectType)

Parameters

objectType Type

Returns

Boolean

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

Object

GuidJsonConverter

Namespace: UAssetAPI.JSON

public class GuidJsonConverter : Newtonsoft.Json.JsonConverter

Inheritance Object → JsonConverter → GuidJsonConverter

Properties

CanRead

public bool CanRead { get; }

Property Value

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

Constructors

GuidJsonConverter()

public GuidJsonConverter()

Methods

CanConvert(Type)

public bool CanConvert(Type objectType)

Parameters

objectType Type

Returns

Boolean

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

Object

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

Boolean

CanWrite

public bool CanWrite { get; }

Property Value

Boolean

Constructors

TMapJsonConverter()

public TMapJsonConverter()

Methods

CanConvert(Type)

public bool CanConvert(Type objectType)

Parameters

objectType Type

Returns

Boolean

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

Object

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

Boolean

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

BindingFlags

SerializeCompilerGeneratedMembers

public bool SerializeCompilerGeneratedMembers { get; set; }

Property Value

Boolean

IgnoreSerializableInterface

public bool IgnoreSerializableInterface { get; set; }

Property Value

Boolean

IgnoreSerializableAttribute

public bool IgnoreSerializableAttribute { get; set; }

Property Value

Boolean

IgnoreIsSpecifiedMembers

public bool IgnoreIsSpecifiedMembers { get; set; }

Property Value

Boolean

IgnoreShouldSerializeMembers

public bool IgnoreShouldSerializeMembers { get; set; }

Property Value

Boolean

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 ObjectKismetSerializer

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

String

GetClassIndex()

public static int GetClassIndex()

Returns

Int32

GetFullName(Int32, Boolean)

public static string GetFullName(int index, bool alt)

Parameters

index Int32

alt Boolean

Returns

String

GetParentName(Int32)

public static string GetParentName(int index)

Parameters

index Int32

Returns

String

FindProperty(Int32, FName, FProperty&)

public static bool FindProperty(int index, FName propname, FProperty& property)

Parameters

index Int32

propname FName

property FProperty&

Returns

Boolean

GetPropertyCategoryInfo(FProperty)

public static FEdGraphPinType GetPropertyCategoryInfo(FProperty prop)

Parameters

prop FProperty

Returns

FEdGraphPinType

FillSimpleMemberReference(Int32)

public static FSimpleMemberReference FillSimpleMemberReference(int index)

Parameters

index Int32

Returns

FSimpleMemberReference

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

FEdGraphPinType

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

String

EBlueprintTextLiteralType

Namespace: UAssetAPI.Kismet.Bytecode

Kinds of text literals

public enum EBlueprintTextLiteralType

Inheritance ObjectValueTypeEnumEBlueprintTextLiteralType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
Empty0Text is an empty string. The bytecode contains no strings, and you should use FText::GetEmpty() to initialize the FText instance.
LocalizedText1Text is localized. The bytecode will contain three strings - source, key, and namespace - and should be loaded via FInternationalization
InvariantText2Text is culture invariant. The bytecode will contain one string, and you should use FText::AsCultureInvariant to initialize the FText instance.
LiteralString3Text is a literal FString. The bytecode will contain one string, and you should use FText::FromString to initialize the FText instance.
StringTableEntry4Text 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 ObjectValueTypeEnumECastToken
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EExprToken

Namespace: UAssetAPI.Kismet.Bytecode

Evaluatable expression item types.

public enum EExprToken

Inheritance ObjectValueTypeEnumEExprToken
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
EX_LocalVariable0A local variable.
EX_InstanceVariable1An object variable.
EX_DefaultVariable2Default variable for a class context.
EX_Return4Return from function.
EX_Jump6Goto a local address in code.
EX_JumpIfNot7Goto if not expression.
EX_Assert9Assertion.
EX_Nothing11No operation.
EX_Let15Assign an arbitrary size value to a variable.
EX_ClassContext18Class default object context.
EX_MetaCast19Metaclass cast.
EX_LetBool20Let boolean variable.
EX_EndParmValue21end of default value for optional function parameter
EX_EndFunctionParms22End of function call parameters.
EX_Self23Self object.
EX_Skip24Skippable expression.
EX_Context25Call a function through an object context.
EX_Context_FailSilent26Call 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_VirtualFunction27A function call with parameters.
EX_FinalFunction28A prebound function call with parameters.
EX_IntConst29Int constant.
EX_FloatConst30Floating point constant.
EX_StringConst31String constant.
EX_ObjectConst32An object constant.
EX_NameConst33A name constant.
EX_RotationConst34A rotation constant.
EX_VectorConst35A vector constant.
EX_ByteConst36A byte constant.
EX_IntZero37Zero.
EX_IntOne38One.
EX_True39Bool True.
EX_False40Bool False.
EX_TextConst41FText constant
EX_NoObject42NoObject.
EX_TransformConst43A transform constant
EX_IntConstByte44Int constant that requires 1 byte.
EX_NoInterface45A null interface (similar to EX_NoObject, but for interfaces)
EX_DynamicCast46Safe dynamic class casting.
EX_StructConst47An arbitrary UStruct constant
EX_EndStructConst48End of UStruct constant
EX_SetArray49Set the value of arbitrary array
EX_PropertyConst51FProperty constant.
EX_UnicodeStringConst52Unicode string constant.
EX_Int64Const5364-bit integer constant.
EX_UInt64Const5464-bit unsigned integer constant.
EX_DoubleConst55Double-precision floating point constant.
EX_PrimitiveCast56A casting operator for primitives which reads the type as the subsequent byte
EX_StructMemberContext66Context expression to address a property within a struct
EX_LetMulticastDelegate67Assignment to a multi-cast delegate
EX_LetDelegate68Assignment to a delegate
EX_LocalVirtualFunction69Special instructions to quickly call a virtual function that we know is going to run only locally
EX_LocalFinalFunction70Special instructions to quickly call a final function that we know is going to run only locally
EX_LocalOutVariable72local out (pass by reference) function parameter
EX_InstanceDelegate75const reference to a delegate or normal function object
EX_PushExecutionFlow76push 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_PopExecutionFlow77continue execution at the last address previously pushed onto the execution flow stack.
EX_ComputedJump78Goto a local address in code, specified by an integer value.
EX_PopExecutionFlowIfNot79continue execution at the last address previously pushed onto the execution flow stack, if the condition is not true.
EX_Breakpoint80Breakpoint. Only observed in the editor, otherwise it behaves like EX_Nothing.
EX_InterfaceContext81Call a function through a native interface variable
EX_ObjToInterfaceCast82Converting an object reference to native interface variable
EX_EndOfScript83Last byte in script code
EX_CrossInterfaceCast84Converting an interface variable reference to native interface variable
EX_InterfaceToObjCast85Converting an interface variable reference to an object
EX_WireTracepoint90Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing.
EX_SkipOffsetConst91A CodeSizeSkipOffset constant
EX_AddMulticastDelegate92Adds a delegate to a multicast delegate's targets
EX_ClearMulticastDelegate93Clears all delegates in a multicast target
EX_Tracepoint94Trace point. Only observed in the editor, otherwise it behaves like EX_Nothing.
EX_LetObj95assign to any object ref pointer
EX_LetWeakObjPtr96assign to a weak object pointer
EX_BindDelegate97bind object and name to delegate
EX_RemoveMulticastDelegate98Remove a delegate from a multicast delegate's targets
EX_CallMulticastDelegate99Call multicast delegate
EX_CallMath104static pure function from on local call space
EX_InstrumentationEvent106Instrumentation event
EX_ClassSparseDataVariable108Sparse data variable

EScriptInstrumentationType

Namespace: UAssetAPI.Kismet.Bytecode

public enum EScriptInstrumentationType

Inheritance ObjectValueTypeEnumEScriptInstrumentationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ExpressionSerializer

Namespace: UAssetAPI.Kismet.Bytecode

public static class ExpressionSerializer

Inheritance ObjectExpressionSerializer

Methods

ReadExpression(AssetBinaryReader)

public static KismetExpression ReadExpression(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Returns

KismetExpression

WriteExpression(KismetExpression, AssetBinaryWriter)

public static int WriteExpression(KismetExpression expr, AssetBinaryWriter writer)

Parameters

expr KismetExpression

writer AssetBinaryWriter

Returns

Int32

FScriptText

Namespace: UAssetAPI.Kismet.Bytecode

Represents an FText as serialized in Kismet bytecode.

public class FScriptText

Inheritance ObjectFScriptText

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 ObjectKismetExpression

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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

Constructors

KismetExpression()

public KismetExpression()

KismetPropertyPointer

Namespace: UAssetAPI.Kismet.Bytecode

Represents a Kismet bytecode pointer to an FProperty or FField.

public class KismetPropertyPointer

Inheritance ObjectKismetPropertyPointer

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

Boolean

ShouldSerializeNew()

public bool ShouldSerializeNew()

Returns

Boolean

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public KismetExpression[] Value { get; set; }

Property Value

KismetExpression[]

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public byte Value { get; set; }

Property Value

Byte

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_FinalFunctionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_FinalFunctionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_ContextEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_ContextEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public KismetExpression Value { get; set; }

Property Value

KismetExpression

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public long Value { get; set; }

Property Value

Int64

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public int Value { get; set; }

Property Value

Int32

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public byte Value { get; set; }

Property Value

Byte

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_FinalFunctionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_VirtualFunctionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public FName Value { get; set; }

Property Value

FName

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public FPackageIndex Value { get; set; }

Property Value

FPackageIndex

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public uint Value { get; set; }

Property Value

UInt32

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public KismetExpression Value { get; set; }

Property Value

KismetExpression

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public string Value { get; set; }

Property Value

String

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public KismetExpression[] Value { get; set; }

Property Value

KismetExpression[]

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public FScriptText Value { get; set; }

Property Value

FScriptText

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public FTransform Value { get; set; }

Property Value

FTransform

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public ulong Value { get; set; }

Property Value

UInt64

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionKismetExpression<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

EExprToken

Value

The value of this expression if it is a constant.

public string Value { get; set; }

Property Value

String

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectKismetExpressionEX_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

EExprToken

Inst

The token of this instruction expressed as a string.

public string Inst { get; }

Property Value

String

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 ObjectValueTypeFKismetSwitchCase

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 ObjectAncestryInfo
Implements ICloneable

Fields

Ancestors

public List<FName> Ancestors;

Properties

Parent

public FName Parent { get; set; }

Property Value

FName

Constructors

AncestryInfo()

public AncestryInfo()

Methods

Clone()

public object Clone()

Returns

Object

CloneWithoutParent()

public AncestryInfo CloneWithoutParent()

Returns

AncestryInfo

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 ObjectPropertyDataPropertyData<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

FString

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

PropertyData[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

Constructors

ArrayPropertyData(FName)

public ArrayPropertyData(FName name)

Parameters

name FName

ArrayPropertyData()

public ArrayPropertyData()

Methods

ShouldSerializeDummyStruct()

public bool ShouldSerializeDummyStruct()

Returns

Boolean

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

Int32

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 ObjectPropertyDataPropertyData<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

FString

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

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

Boolean

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataBytePropertyData
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

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

Constructors

BytePropertyData(FName)

public BytePropertyData(FName name)

Parameters

name FName

BytePropertyData()

public BytePropertyData()

Methods

ShouldSerializeValue()

public bool ShouldSerializeValue()

Returns

Boolean

ShouldSerializeEnumValue()

public bool ShouldSerializeEnumValue()

Returns

Boolean

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

Int32

GetEnumBase()

public FName GetEnumBase()

Returns

FName

GetEnumFull()

public FName GetEnumFull()

Returns

FName

ToString()

public string ToString()

Returns

String

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

BytePropertyType

Namespace: UAssetAPI.PropertyTypes.Objects

public enum BytePropertyType

Inheritance ObjectValueTypeEnumBytePropertyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

DelegatePropertyData

Namespace: UAssetAPI.PropertyTypes.Objects

Describes a function bound to an Object.

public class DelegatePropertyData : PropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

FString

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

FDelegate

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataDoublePropertyData
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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

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

FName

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

InitializeZero(AssetBinaryReader)

internal void InitializeZero(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

ToString()

public string ToString()

Returns

String

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 ObjectValueTypeEnumEOverriddenPropertyOperation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
None0no overridden operation was recorded on this property
Modified1some sub property has recorded overridden operation
Replace2everything has been overridden from this property down to every sub property/sub object
Add3this element was added in the container
Remove4this element was removed from the container

EPropertyTagExtension

Namespace: UAssetAPI.PropertyTypes.Objects

public enum EPropertyTagExtension

Inheritance ObjectValueTypeEnumEPropertyTagExtension
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPropertyTagFlags

Namespace: UAssetAPI.PropertyTypes.Objects

public enum EPropertyTagFlags

Inheritance ObjectValueTypeEnumEPropertyTagFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextFlag

Namespace: UAssetAPI.PropertyTypes.Objects

public enum ETextFlag

Inheritance ObjectValueTypeEnumETextFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETransformType

Namespace: UAssetAPI.PropertyTypes.Objects

public enum ETransformType

Inheritance ObjectValueTypeEnumETransformType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

FDelegate

Namespace: UAssetAPI.PropertyTypes.Objects

Describes a function bound to an Object.

public class FDelegate

Inheritance ObjectFDelegate

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 ObjectFFormatArgumentData

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

Int32

FFormatArgumentValue

Namespace: UAssetAPI.PropertyTypes.Objects

public class FFormatArgumentValue

Inheritance ObjectFFormatArgumentValue

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

Int32

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

FFieldPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataFloatPropertyData
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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

FNumberFormattingOptions

Namespace: UAssetAPI.PropertyTypes.Objects

public class FNumberFormattingOptions

Inheritance ObjectFNumberFormattingOptions

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 ObjectValueTypeFSoftObjectPath

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

Int32

FTopLevelAssetPath

Namespace: UAssetAPI.PropertyTypes.Objects

public struct FTopLevelAssetPath

Inheritance ObjectValueTypeFTopLevelAssetPath

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

Int16

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

Int64

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

SByte

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<FPackageIndex>ObjectPropertyDataInterfacePropertyData
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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

FPackageIndex

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

Int32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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

Int32

MapPropertyData

Namespace: UAssetAPI.PropertyTypes.Objects

Describes a map.

public class MapPropertyData : PropertyData, System.ICloneable

Inheritance ObjectPropertyDataMapPropertyData
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

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

Constructors

MapPropertyData(FName)

public MapPropertyData(FName name)

Parameters

name FName

MapPropertyData()

public MapPropertyData()

Methods

ShouldSerializeKeyType()

public bool ShouldSerializeKeyType()

Returns

Boolean

ShouldSerializeValueType()

public bool ShouldSerializeValueType()

Returns

Boolean

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

Int32

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 ObjectPropertyDataPropertyData<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

FString

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

FDelegate[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<FDelegate[]>MulticastDelegatePropertyDataMulticastInlineDelegatePropertyData
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

FString

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

FDelegate[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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 ObjectPropertyDataPropertyData<FDelegate[]>MulticastDelegatePropertyDataMulticastSparseDelegatePropertyData
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

FString

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

FDelegate[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

FString

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

FName

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

CanBeZero(UnrealPackage)

public bool CanBeZero(UnrealPackage asset)

Parameters

asset UnrealPackage

Returns

Boolean

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

FPackageIndex

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 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

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

PropertyType

The type of this property as an FString.

public FString PropertyType { get; }

Property Value

FString

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

Object

Constructors

PropertyData(FName)

public PropertyData(FName name)

Parameters

name FName

PropertyData()

public PropertyData()

Methods

ShouldSerializeOverrideOperation()

public bool ShouldSerializeOverrideOperation()

Returns

Boolean

ShouldSerializebExperimentalOverridableLogic()

public bool ShouldSerializebExperimentalOverridableLogic()

Returns

Boolean

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 ObjectPropertyDataPropertyData<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

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

PropertyType

The type of this property as an FString.

public FString PropertyType { get; }

Property Value

FString

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

Object

Constructors

PropertyData(FName)

public PropertyData(FName name)

Parameters

name FName

PropertyData()

public PropertyData()

PropertySerializationContext

Namespace: UAssetAPI.PropertyTypes.Objects

public enum PropertySerializationContext

Inheritance ObjectValueTypeEnumPropertySerializationContext
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

SetPropertyData

Namespace: UAssetAPI.PropertyTypes.Objects

Describes a set.

public class SetPropertyData : ArrayPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<PropertyData[]>ArrayPropertyDataSetPropertyData
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

FString

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

PropertyData[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

FString

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

FSoftObjectPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

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

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

TextHistoryType

Namespace: UAssetAPI.PropertyTypes.Objects

public enum TextHistoryType

Inheritance ObjectValueTypeEnumTextHistoryType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

TextPropertyData

Namespace: UAssetAPI.PropertyTypes.Objects

Describes an FText.

public class TextPropertyData : PropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

FString

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

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

Constructors

TextPropertyData(FName)

public TextPropertyData(FName name)

Parameters

name FName

TextPropertyData()

public TextPropertyData()

Methods

ShouldSerializeTableId()

public bool ShouldSerializeTableId()

Returns

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

UInt16

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

UInt32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

UInt64

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

FString

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

Byte[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

HandleCloned(PropertyData)

protected void HandleCloned(PropertyData res)

Parameters

res PropertyData

WeakObjectPropertyData

Namespace: UAssetAPI.PropertyTypes.Objects

public class WeakObjectPropertyData : ObjectPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<FPackageIndex>ObjectPropertyDataWeakObjectPropertyData
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

FString

DefaultValue

public object DefaultValue { get; }

Property Value

Object

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

FPackageIndex

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TBox<FVector2D>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

Box2fPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class Box2fPropertyData : TBoxPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TBox<FVector2f>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

BoxPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class BoxPropertyData : TBoxPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TBox<FVector>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ClothLODDataCommonPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class ClothLODDataCommonPropertyData : ClothLODDataPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataClothLODDataPropertyDataClothLODDataCommonPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataClothLODDataPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataClothTetherDataPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ColorMaterialInputPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class ColorMaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

ColorPropertyData

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

DateTime

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FVector2f

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ESectionEvaluationFlags

Namespace: UAssetAPI.PropertyTypes.Structs

public enum ESectionEvaluationFlags

Inheritance ObjectValueTypeEnumESectionEvaluationFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ExpressionInputPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class ExpressionInputPropertyData : MaterialInputPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Int32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

Constructors

ExpressionInputPropertyData(FName)

public ExpressionInputPropertyData(FName name)

Parameters

name FName

ExpressionInputPropertyData()

public ExpressionInputPropertyData()

FEntityAndMetaDataIndex

Namespace: UAssetAPI.PropertyTypes.Structs

public struct FEntityAndMetaDataIndex

Inheritance ObjectValueTypeFEntityAndMetaDataIndex

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 ObjectValueTypeFEntry

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 ObjectValueTypeFEvaluationTreeEntryHandle

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 ObjectFLevelSequenceLegacyObjectReference

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

Int32

FloatRangePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class FloatRangePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable

Inheritance ObjectPropertyDataFloatRangePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectFMeshToMeshVertData

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

Int32

FMovieSceneChannel<T>

Namespace: UAssetAPI.PropertyTypes.Structs

public class FMovieSceneChannel<T>

Type Parameters

T

Inheritance ObjectFMovieSceneChannel<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 ObjectFMovieSceneChannel<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 ObjectFMovieSceneValue<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 ObjectValueTypeFMovieSceneEvaluationFieldEntityTree

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

Int32

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 ObjectValueTypeFMovieSceneEvaluationKey

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

Int32

FMovieSceneEvaluationTree

Namespace: UAssetAPI.PropertyTypes.Structs

public class FMovieSceneEvaluationTree

Inheritance ObjectFMovieSceneEvaluationTree

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 ObjectFMovieSceneEvaluationTreeNode

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 ObjectValueTypeFMovieSceneEvaluationTreeNodeHandle

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 ObjectValueTypeFMovieSceneEventParameters

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

Int32

FMovieSceneFloatChannel

Namespace: UAssetAPI.PropertyTypes.Structs

public class FMovieSceneFloatChannel : FMovieSceneChannel`1

Inheritance ObjectFMovieSceneChannel<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 ObjectFMovieSceneValue<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 ObjectFMovieSceneSegment

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

Int32

FMovieSceneSubSectionData

Namespace: UAssetAPI.PropertyTypes.Structs

Data that represents a single sub-section

public struct FMovieSceneSubSectionData

Inheritance ObjectValueTypeFMovieSceneSubSectionData

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

Int32

FMovieSceneSubSectionFieldData

Namespace: UAssetAPI.PropertyTypes.Structs

public struct FMovieSceneSubSectionFieldData

Inheritance ObjectValueTypeFMovieSceneSubSectionFieldData

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

Int32

FMovieSceneSubSequenceTree

Namespace: UAssetAPI.PropertyTypes.Structs

public struct FMovieSceneSubSequenceTree

Inheritance ObjectValueTypeFMovieSceneSubSequenceTree

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

Int32

FMovieSceneSubSequenceTreeEntry

Namespace: UAssetAPI.PropertyTypes.Structs

public struct FMovieSceneSubSequenceTreeEntry

Inheritance ObjectValueTypeFMovieSceneSubSequenceTreeEntry

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 ObjectFMovieSceneTangentData

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 ObjectValueTypeFMovieSceneTrackFieldData

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

Int32

FMovieSceneValue<T>

Namespace: UAssetAPI.PropertyTypes.Structs

public class FMovieSceneValue<T>

Type Parameters

T

Inheritance ObjectFMovieSceneValue<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 ObjectValueTypeFNameCurveKey
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

FNameCurveKey

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FNavAgentSelector

Namespace: UAssetAPI.PropertyTypes.Structs

public struct FNavAgentSelector

Inheritance ObjectValueTypeFNavAgentSelector

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FFontCharacter

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FontDataPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class FontDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FFontData]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FFontData

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FrameNumberPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class FrameNumberPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FFrameNumber]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FFrameNumber

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

FSectionEvaluationDataTree

Namespace: UAssetAPI.PropertyTypes.Structs

public struct FSectionEvaluationDataTree

Inheritance ObjectValueTypeFSectionEvaluationDataTree

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

Int32

<.ctor>g__ReadTree|1_1(AssetBinaryReader)

StructPropertyData <.ctor>g__ReadTree|1_1(AssetBinaryReader reader)

Parameters

reader AssetBinaryReader

Returns

StructPropertyData

<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 ObjectValueTypeFStringCurveKey
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

FStringCurveKey

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

GameplayTagContainerPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class GameplayTagContainerPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FName[]]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FName[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Guid

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Int32[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

IntVectorPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class IntVectorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FIntVector]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FIntVector

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

KeyHandleMapPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class KeyHandleMapPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable

Inheritance ObjectPropertyDataKeyHandleMapPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

LinearColorPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class LinearColorPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FLinearColor]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FLinearColor

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Int32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataMaterialOverrideNanitePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMatrix

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneDoubleChannelPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneDoubleChannelPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneDoubleChannel]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneDoubleChannel

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneEvalTemplatePtrPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneEvalTemplatePtrPropertyData : MovieSceneTemplatePropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataMovieSceneTemplatePropertyDataMovieSceneEvalTemplatePtrPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

MovieSceneEvaluationKeyPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneEvaluationKeyPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneEvaluationKey]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneEvaluationKey

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneEventParametersPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneEventParametersPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneEventParameters]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneEventParameters

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneFloatChannelPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneFloatChannelPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneFloatChannel]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneFloatChannel

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneFloatValuePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneFloatValuePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneFloatValue]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneFloatValue

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneFrameRangePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneFrameRangePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.TRange`1[[UAssetAPI.UnrealTypes.FFrameNumber]]]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TRange<FFrameNumber>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneGenerationLedgerPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneGenerationLedgerPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable

Inheritance ObjectPropertyDataMovieSceneGenerationLedgerPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneSegmentIdentifierPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneSegmentIdentifierPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Int32]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Int32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneSegmentPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneSegmentPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneSegment]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneSegment

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneSequenceIDPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneSequenceIDPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.UInt32]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

UInt32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneSequenceInstanceDataPtrPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneSequenceInstanceDataPtrPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FPackageIndex]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FPackageIndex

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneSubSectionFieldDataPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneSubSectionFieldDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneSubSectionFieldData]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

MovieSceneSubSequenceTreePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneSubSequenceTreePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneSubSequenceTree]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneSubSequenceTree

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneTemplatePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneTemplatePropertyData : StructPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataMovieSceneTemplatePropertyData
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

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Int32

MovieSceneTrackFieldDataPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneTrackFieldDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FMovieSceneTrackFieldData]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FMovieSceneTrackFieldData

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneTrackIdentifierPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneTrackIdentifierPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.UInt32]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

UInt32

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

MovieSceneTrackImplementationPtrPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class MovieSceneTrackImplementationPtrPropertyData : MovieSceneTemplatePropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataMovieSceneTemplatePropertyDataMovieSceneTrackImplementationPtrPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

FString

HasCustomStructSerialization

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

FNameCurveKey

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FNavAgentSelector

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

Constructors

public NavAgentSelectorPropertyData(FName name)

Parameters

name FName

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

NiagaraDataInterfaceGPUParamInfoPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class NiagaraDataInterfaceGPUParamInfoPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FNiagaraDataInterfaceGPUParamInfo]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

NiagaraVariableBasePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class NiagaraVariableBasePropertyData : StructPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataNiagaraVariableBasePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataNiagaraVariableBasePropertyDataNiagaraVariablePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataNiagaraVariableBasePropertyDataNiagaraVariableWithOffsetPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Boolean[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

PerPlatformFloatPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

FloatPropertyData (Single) property with per-platform overrides.

public class PerPlatformFloatPropertyData : TPerPlatformPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Single[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

PerPlatformFrameRatePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

PerPlatformFrameRatePropertyData (FFrameRate) property with per-platform overrides.

public class PerPlatformFrameRatePropertyData : TPerPlatformPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FFrameRate[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

PerPlatformIntPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

IntPropertyData (Int32) property with per-platform overrides.

public class PerPlatformIntPropertyData : TPerPlatformPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Int32[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

PerQualityLevelFloatPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class PerQualityLevelFloatPropertyData : TPerQualityLevelPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TPerQualityLevel<Single>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

PerQualityLevelIntPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class PerQualityLevelIntPropertyData : TPerQualityLevelPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TPerQualityLevel<Int32>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FPlane

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FQuat

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

RawStructPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class RawStructPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[System.Byte[]]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Byte[]

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

RichCurveKeyPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class RichCurveKeyPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FRichCurveKey]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FRichCurveKey

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FRotator

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

ScalarMaterialInputPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class ScalarMaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Single

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

SectionEvaluationDataTreePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class SectionEvaluationDataTreePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.PropertyTypes.Structs.FSectionEvaluationDataTree]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FSectionEvaluationDataTree

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

SkeletalMeshAreaWeightedTriangleSamplerPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class SkeletalMeshAreaWeightedTriangleSamplerPropertyData : WeightedRandomSamplerPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<FWeightedRandomSampler>WeightedRandomSamplerPropertyDataSkeletalMeshAreaWeightedTriangleSamplerPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FWeightedRandomSampler

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

SmartNamePropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

Special FName struct used within animations.

public class SmartNamePropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData, System.ICloneable

Inheritance ObjectPropertyDataSmartNamePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

SoftAssetPathPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class SoftAssetPathPropertyData : SoftObjectPathPropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<FSoftObjectPath>SoftObjectPathPropertyDataSoftAssetPathPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FSoftObjectPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<FSoftObjectPath>SoftObjectPathPropertyDataSoftClassPathPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FSoftObjectPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FSoftObjectPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<FSoftObjectPath>SoftObjectPathPropertyDataStringAssetReferencePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FSoftObjectPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<FSoftObjectPath>SoftObjectPathPropertyDataStringClassReferencePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FSoftObjectPath

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

FString

HasCustomStructSerialization

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

FStringCurveKey

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<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

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

HasCustomStructSerialization

Determines whether or not this particular property has custom serialization within a StructProperty.

public bool HasCustomStructSerialization { get; }

Property Value

Boolean

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

Object

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

Boolean

Write(AssetBinaryWriter, Boolean, PropertySerializationContext)

public int Write(AssetBinaryWriter writer, bool includeHeader, PropertySerializationContext serializationContext)

Parameters

writer AssetBinaryWriter

includeHeader Boolean

serializationContext PropertySerializationContext

Returns

Int32

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 ObjectValueTypeTEvaluationTreeEntryContainer<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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

TimeSpan

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectFMovieSceneEvaluationTreeTMovieSceneEvaluationTree<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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FTwoVectors

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FVector2D

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

Vector2MaterialInputPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class Vector2MaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Vector2DPropertyData

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FVector3f

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FVector4f

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FVector4

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

VectorMaterialInputPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class VectorMaterialInputPropertyData : MaterialInputPropertyData`1, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

VectorPropertyData

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

VectorNetQuantize100PropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class VectorNetQuantize100PropertyData : VectorNetQuantizePropertyData, System.ICloneable

Inheritance ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataVectorNetQuantizePropertyDataVectorNetQuantize100PropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataVectorNetQuantizePropertyDataVectorNetQuantize10PropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataVectorNetQuantizePropertyDataVectorNetQuantizeNormalPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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 ObjectPropertyDataPropertyData<List<PropertyData>>StructPropertyDataVectorNetQuantizePropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

List<PropertyData>

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

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 ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FVector

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

ViewTargetBlendFunction

Namespace: UAssetAPI.PropertyTypes.Structs

Options that define how to blend when changing view targets in ViewTargetBlendParamsPropertyData.

public enum ViewTargetBlendFunction

Inheritance ObjectValueTypeEnumViewTargetBlendFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

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 ObjectPropertyDataViewTargetBlendParamsPropertyData
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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

WeightedRandomSamplerPropertyData

Namespace: UAssetAPI.PropertyTypes.Structs

public class WeightedRandomSamplerPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FWeightedRandomSampler]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FWeightedRandomSampler

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

FromString(String[], UAsset)

public void FromString(String[] d, UAsset asset)

Parameters

d String[]

asset UAsset

ToString()

public string ToString()

Returns

String

SkeletalMeshSamplingRegionBuiltDataPropertyData

Namespace: UAssetAPI.StructTypes

public class SkeletalMeshSamplingRegionBuiltDataPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FSkeletalMeshSamplingRegionBuiltData]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

Object

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

Boolean

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

Object

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

Int32

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

Int32

DictionaryEnumerator<TKey, TValue>

Namespace: UAssetAPI.UnrealTypes

public class DictionaryEnumerator<TKey, TValue> : System.Collections.IDictionaryEnumerator, System.Collections.IEnumerator, System.IDisposable

Type Parameters

TKey

TValue

Inheritance ObjectDictionaryEnumerator<TKey, TValue>
Implements IDictionaryEnumerator, IEnumerator, IDisposable

Properties

Entry

public DictionaryEntry Entry { get; }

Property Value

DictionaryEntry

Key

public object Key { get; }

Property Value

Object

Value

public object Value { get; }

Property Value

Object

Current

public object Current { get; }

Property Value

Object

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

Boolean

EAxis

Namespace: UAssetAPI.UnrealTypes

public enum EAxis

Inheritance ObjectValueTypeEnumEAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EClassFlags

Namespace: UAssetAPI.UnrealTypes

Flags describing a class.

public enum EClassFlags

Inheritance ObjectValueTypeEnumEClassFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
CLASS_None0No Flags
CLASS_Abstract1Class is abstract and can't be instantiated directly.
CLASS_DefaultConfig2Save object configuration only to Default INIs, never to local INIs. Must be combined with CLASS_Config
CLASS_Config4Load object configuration at construction time.
CLASS_Transient8This object type can't be saved; null it out at save time.
CLASS_Parsed16Successfully parsed.
CLASS_MatchedSerializers32???
CLASS_ProjectUserConfig64Indicates that the config settings for this class will be saved to Project/User*.ini (similar to CLASS_GlobalUserConfig)
CLASS_Native128Class is a native class - native interfaces will have CLASS_Native set, but not RF_MarkAsNative
CLASS_NoExport256Don't export to C++ header.
CLASS_NotPlaceable512Do not allow users to create in the editor.
CLASS_PerObjectConfig1024Handle object configuration on a per-object basis, rather than per-class.
CLASS_ReplicationDataIsSetUp2048Whether SetUpRuntimeReplicationData still needs to be called for this class
CLASS_EditInlineNew4096Class can be constructed from editinline New button.
CLASS_CollapseCategories8192Display properties in the editor without using categories.
CLASS_Interface16384Class is an interface
CLASS_CustomConstructor32768Do not export a constructor for this class, assuming it is in the cpptext
CLASS_Const65536All properties and functions in this class are const and should be exported as const
CLASS_LayoutChanging131072Class flag indicating the class is having its layout changed, and therefore is not ready for a CDO to be created
CLASS_CompiledFromBlueprint262144Indicates that the class was created from blueprint source material
CLASS_MinimalAPI524288Indicates that only the bare minimum bits of this class should be DLL exported/imported
CLASS_RequiredAPI1048576Indicates this class must be DLL exported/imported (along with all of it's members)
CLASS_DefaultToInstanced2097152Indicates that references to this class default to instanced. Used to be subclasses of UComponent, but now can be any UObject
CLASS_TokenStreamAssembled4194304Indicates that the parent token stream has been merged with ours.
CLASS_HasInstancedReference8388608Class has component properties.
CLASS_Hidden16777216Don't show this class in the editor class browser or edit inline new menus.
CLASS_Deprecated33554432Don't save objects of this class when serializing
CLASS_HideDropDown67108864Class not shown in editor drop down for class selection
CLASS_GlobalUserConfig134217728Class settings are saved to AppData/..../Blah.ini (as opposed to CLASS_DefaultConfig)
CLASS_Intrinsic268435456Class was declared directly in C++ and has no boilerplate generated by UnrealHeaderTool
CLASS_Constructed536870912Class has already been constructed (maybe in a previous DLL version before hot-reload).
CLASS_ConfigDoNotCheckDefaults1073741824Indicates that object configuration will not check against ini base/defaults when serialized
CLASS_NewerVersionExists2147483648Class 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 ObjectValueTypeEnumEFontHinting
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFontLoadingPolicy

Namespace: UAssetAPI.UnrealTypes

public enum EFontLoadingPolicy

Inheritance ObjectValueTypeEnumEFontLoadingPolicy
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFunctionFlags

Namespace: UAssetAPI.UnrealTypes

Flags describing a function.

public enum EFunctionFlags

Inheritance ObjectValueTypeEnumEFunctionFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInterpCurveMode

Namespace: UAssetAPI.UnrealTypes

public enum EInterpCurveMode

Inheritance ObjectValueTypeEnumEInterpCurveMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMappedNameType

Namespace: UAssetAPI.UnrealTypes

public enum EMappedNameType

Inheritance ObjectValueTypeEnumEMappedNameType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

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 ObjectValueTypeEnumEngineVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
VER_UE4_024.0
VER_UE4_134.1
VER_UE4_244.2
VER_UE4_354.3
VER_UE4_464.4
VER_UE4_574.5
VER_UE4_684.6
VER_UE4_794.7
VER_UE4_8104.8
VER_UE4_9114.9
VER_UE4_10124.10
VER_UE4_11134.11
VER_UE4_12144.12
VER_UE4_13154.13
VER_UE4_14164.14
VER_UE4_15174.15
VER_UE4_16184.16
VER_UE4_17194.17
VER_UE4_18204.18
VER_UE4_19214.19
VER_UE4_20224.20
VER_UE4_21234.21
VER_UE4_22244.22
VER_UE4_23254.23
VER_UE4_24264.24
VER_UE4_25274.25
VER_UE4_26284.26
VER_UE4_27294.27
VER_UE5_0EA305.0EA
VER_UE5_0315.0
VER_UE5_1325.1
VER_UE5_2335.2
VER_UE5_3345.3
VER_UE5_4355.4
VER_UE4_AUTOMATIC_VERSION35The newest specified version of the Unreal Engine.

EObjectDataResourceFlags

Namespace: UAssetAPI.UnrealTypes

public enum EObjectDataResourceFlags

Inheritance ObjectValueTypeEnumEObjectDataResourceFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EObjectDataResourceVersion

Namespace: UAssetAPI.UnrealTypes

public enum EObjectDataResourceVersion

Inheritance ObjectValueTypeEnumEObjectDataResourceVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EObjectFlags

Namespace: UAssetAPI.UnrealTypes

Flags describing an object instance

public enum EObjectFlags

Inheritance ObjectValueTypeEnumEObjectFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPackageFlags

Namespace: UAssetAPI.UnrealTypes

Package flags, passed into UPackage::SetPackageFlags and related functions in the Unreal Engine

public enum EPackageFlags

Inheritance ObjectValueTypeEnumEPackageFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
PKG_None0No flags
PKG_NewlyCreated1Newly created package, not saved yet. In editor only.
PKG_ClientOptional2Purely optional for clients.
PKG_ServerSideOnly4Only needed on the server side.
PKG_CompiledIn16This package is from "compiled in" classes.
PKG_ForDiffing32This package was loaded just for the purposes of diffing
PKG_EditorOnly64This is editor-only package (for example: editor module script package)
PKG_Developer128Developer module
PKG_UncookedOnly256Loaded only in uncooked builds (i.e. runtime in editor)
PKG_Cooked512Package is cooked
PKG_ContainsNoAsset1024Package doesn't contain any asset object (although asset tags can be present)
PKG_UnversionedProperties8192Uses unversioned property serialization instead of versioned tagged property serialization
PKG_ContainsMapData16384Contains map data (UObjects only referenced by a single ULevel) but is stored in a different package
PKG_Compiling65536package is currently being compiled
PKG_ContainsMap131072Set if the package contains a ULevel/ UWorld object
PKG_RequiresLocalizationGather262144???
PKG_PlayInEditor1048576Set if the package was created for the purpose of PIE
PKG_ContainsScript2097152Package is allowed to contain UClass objects
PKG_DisallowExport4194304Editor should not export asset in this package
PKG_DynamicImports268435456This package should resolve dynamic imports from its export at runtime.
PKG_RuntimeGenerated536870912This package contains elements that are runtime generated, and may not follow standard loading order rules
PKG_ReloadingForCooker1073741824This package is reloading in the cooker, try to avoid getting data we will never need. We won't save this package.
PKG_FilterEditorOnly2147483648Package has editor-only data filtered out

EPackageObjectIndexType

Namespace: UAssetAPI.UnrealTypes

public enum EPackageObjectIndexType

Inheritance ObjectValueTypeEnumEPackageObjectIndexType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPropertyFlags

Namespace: UAssetAPI.UnrealTypes

Flags associated with each property in a class, overriding the property's default behavior.

public enum EPropertyFlags

Inheritance ObjectValueTypeEnumEPropertyFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
CPF_Edit1Property is user-settable in the editor.
CPF_ConstParm2This is a constant function parameter
CPF_BlueprintVisible4This property can be read by blueprint code
CPF_ExportObject8Object can be exported with actor.
CPF_BlueprintReadOnly16This property cannot be modified by blueprint code
CPF_Net32Property is relevant to network replication.
CPF_EditFixedSize64Indicates that elements of an array can be modified, but its size cannot be changed.
CPF_Parm128Function/When call parameter.
CPF_OutParm256Value is copied out after function call.
CPF_ZeroConstructor512memset is fine for construction
CPF_ReturnParm1024Return value.
CPF_DisableEditOnTemplate2048Disable editing of this property on an archetype/sub-blueprint
CPF_Transient8192Property is transient: shouldn't be saved or loaded, except for Blueprint CDOs.
CPF_Config16384Property should be loaded/saved as permanent profile.
CPF_DisableEditOnInstance65536Disable editing on an instance of this class
CPF_EditConst131072Property is uneditable in the editor.
CPF_GlobalConfig262144Load config from base class, not subclass.
CPF_InstancedReference524288Property is a component references.
CPF_DuplicateTransient2097152Property should always be reset to the default value during any type of duplication (copy/paste, binary duplication, etc.)
CPF_SaveGame16777216Property should be serialized for save games, this is only checked for game-specific archives with ArIsSaveGame
CPF_NoClear33554432Hide clear (and browse) button.
CPF_ReferenceParm134217728Value is passed by reference; CPF_OutParam and CPF_Param should also be set.
CPF_BlueprintAssignable268435456MC Delegates only. Property should be exposed for assigning in blueprint code
CPF_Deprecated536870912Property is deprecated. Read it from an archive, but don't save it.
CPF_IsPlainOldData1073741824If this is set, then the property can be memcopied instead of CopyCompleteValue / CopySingleValue
CPF_RepSkip2147483648Not replicated. For non replicated properties in replicated structs
CPF_RepNotify4294967296Notify actors when a property is replicated
CPF_Interp8589934592interpolatable property for use with matinee
CPF_NonTransactional17179869184Property isn't transacted
CPF_EditorOnly34359738368Property should only be loaded in the editor
CPF_NoDestructor68719476736No destructor
CPF_AutoWeak274877906944Only used for weak pointers, means the export type is autoweak
CPF_ContainsInstancedReference549755813888Property contains component references.
CPF_AssetRegistrySearchable1099511627776asset instances will add properties with this flag to the asset registry automatically
CPF_SimpleDisplay2199023255552The property is visible by default in the editor details view
CPF_AdvancedDisplay4398046511104The property is advanced and not visible by default in the editor details view
CPF_Protected8796093022208property is protected from the perspective of script
CPF_BlueprintCallable17592186044416MC Delegates only. Property should be exposed for calling in blueprint code
CPF_BlueprintAuthorityOnly35184372088832MC Delegates only. This delegate accepts (only in blueprint) only events with BlueprintAuthorityOnly.
CPF_TextExportTransient70368744177664Property shouldn't be exported to text format (e.g. copy/paste)
CPF_NonPIEDuplicateTransient140737488355328Property should only be copied in PIE
CPF_ExposeOnSpawn281474976710656Property is exposed on spawn
CPF_PersistentInstance562949953421312A object referenced by the property is duplicated like a component. (Each actor should have an own instance.)
CPF_UObjectWrapper1125899906842624Property was parsed as a wrapper class like TSubclassOf T, FScriptInterface etc., rather than a USomething*
CPF_HasGetValueTypeHash2251799813685248This property can generate a meaningful hash value.
CPF_NativeAccessSpecifierPublic4503599627370496Public native access specifier
CPF_NativeAccessSpecifierProtected9007199254740992Protected native access specifier
CPF_NativeAccessSpecifierPrivate18014398509481984Private native access specifier
CPF_SkipSerialization36028797018963968Property shouldn't be serialized, can still be exported to text

ERangeBoundTypes

Namespace: UAssetAPI.UnrealTypes

public enum ERangeBoundTypes

Inheritance ObjectValueTypeEnumERangeBoundTypes
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

FFieldPath

Namespace: UAssetAPI.UnrealTypes

public class FFieldPath

Inheritance ObjectFFieldPath

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

Int32

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 ObjectValueTypeFFontCharacter

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

Int32

FFontData

Namespace: UAssetAPI.UnrealTypes

public class FFontData

Inheritance ObjectFFontData

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

Int32

FFrameNumber

Namespace: UAssetAPI.UnrealTypes

public struct FFrameNumber

Inheritance ObjectValueTypeFFrameNumber

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 ObjectValueTypeFFrameRate

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

String

TryParse(String, FFrameRate&)

bool TryParse(string s, FFrameRate& result)

Parameters

s String

result FFrameRate&

Returns

Boolean

FFrameTime

Namespace: UAssetAPI.UnrealTypes

public struct FFrameTime

Inheritance ObjectValueTypeFFrameTime

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 ObjectValueTypeFGatherableTextData

Properties

NamespaceName

public FString NamespaceName { get; set; }

Property Value

FString

SourceData

public FTextSourceData SourceData { get; set; }

Property Value

FTextSourceData

SourceSiteContexts

public List<FTextSourceSiteContext> SourceSiteContexts { get; set; }

Property Value

List<FTextSourceSiteContext>

FIntVector

Namespace: UAssetAPI.UnrealTypes

Structure for integer vectors in 3-d space.

public struct FIntVector

Inheritance ObjectValueTypeFIntVector
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

Int32

Clone()

object Clone()

Returns

Object

FLinearColor

Namespace: UAssetAPI.UnrealTypes

A linear, 32-bit/component floating point RGBA color.

public struct FLinearColor

Inheritance ObjectValueTypeFLinearColor
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

Object

Write(AssetBinaryWriter)

int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FLocMetadataObject

Namespace: UAssetAPI.UnrealTypes

public class FLocMetadataObject

Inheritance ObjectFLocMetadataObject

Properties

Values

public List<FLocMetadataValue> Values { get; set; }

Property Value

List<FLocMetadataValue>

Constructors

FLocMetadataObject()

public FLocMetadataObject()

FMatrix

Namespace: UAssetAPI.UnrealTypes

4x4 matrix of floating point values.

public struct FMatrix

Inheritance ObjectValueTypeFMatrix

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

Int32

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 ObjectFName
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

FString

IsDummy

public bool IsDummy { get; }

Property Value

Boolean

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

Boolean

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

Boolean

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

Boolean

GetHashCode()

public int GetHashCode()

Returns

Int32

Clone()

public object Clone()

Returns

Object

FNiagaraDataInterfaceGeneratedFunction

Namespace: UAssetAPI.UnrealTypes

public class FNiagaraDataInterfaceGeneratedFunction

Inheritance ObjectFNiagaraDataInterfaceGeneratedFunction

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 ObjectFNiagaraDataInterfaceGPUParamInfo

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

Int32

FObjectDataResource

Namespace: UAssetAPI.UnrealTypes

UObject binary/bulk data resource type.

public struct FObjectDataResource

Inheritance ObjectValueTypeFObjectDataResource

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 ObjectFObjectThumbnail

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 ObjectFPackageIndex

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

Boolean

GetHashCode()

public int GetHashCode()

Returns

Int32

ToString()

public string ToString()

Returns

String

Write(AssetBinaryWriter)

public int Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

Returns

Int32

FPackageObjectIndex

Namespace: UAssetAPI.UnrealTypes

public struct FPackageObjectIndex

Inheritance ObjectValueTypeFPackageObjectIndex

Fields

Type

public EPackageObjectIndexType Type;

Hash

public ulong Hash;

Invalid

public static ulong Invalid;

Properties

Export

public uint Export { get; set; }

Property Value

UInt32

ImportedPackageIndex

public uint ImportedPackageIndex { get; set; }

Property Value

UInt32

ImportedPublicExportHashIndex

public uint ImportedPublicExportHashIndex { get; set; }

Property Value

UInt32

IsNull

public bool IsNull { get; }

Property Value

Boolean

IsExport

public bool IsExport { get; }

Property Value

Boolean

IsImport

public bool IsImport { get; }

Property Value

Boolean

IsScriptImport

public bool IsScriptImport { get; }

Property Value

Boolean

IsPackageImport

public bool IsPackageImport { get; }

Property Value

Boolean

Methods

ToFPackageIndex(ZenAsset)

FPackageIndex ToFPackageIndex(ZenAsset asset)

Parameters

asset ZenAsset

Returns

FPackageIndex

ToImport(ZenAsset)

Import ToImport(ZenAsset asset)

Parameters

asset ZenAsset

Returns

Import

GetHashCode()

int GetHashCode()

Returns

Int32

Equals(Object)

bool Equals(object obj)

Parameters

obj Object

Returns

Boolean

Unpack(UInt64)

FPackageObjectIndex Unpack(ulong packed)

Parameters

packed UInt64

Returns

FPackageObjectIndex

Pack(EPackageObjectIndexType, UInt64)

ulong Pack(EPackageObjectIndexType typ, ulong hash)

Parameters

typ EPackageObjectIndexType

hash UInt64

Returns

UInt64

Pack(FPackageObjectIndex)

ulong Pack(FPackageObjectIndex unpacked)

Parameters

unpacked FPackageObjectIndex

Returns

UInt64

Read(UnrealBinaryReader)

FPackageObjectIndex Read(UnrealBinaryReader reader)

Parameters

reader UnrealBinaryReader

Returns

FPackageObjectIndex

Write(UnrealBinaryWriter, EPackageObjectIndexType, UInt64)

int Write(UnrealBinaryWriter writer, EPackageObjectIndexType typ, ulong hash)

Parameters

writer UnrealBinaryWriter

typ EPackageObjectIndexType

hash UInt64

Returns

Int32

Write(UnrealBinaryWriter)

int Write(UnrealBinaryWriter writer)

Parameters

writer UnrealBinaryWriter

Returns

Int32

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 ObjectValueTypeFPlane

Properties

X

The plane's X-component.

public double X { get; set; }

Property Value

Double

XFloat

public float XFloat { get; }

Property Value

Single

Y

The plane's Y-component.

public double Y { get; set; }

Property Value

Double

YFloat

public float YFloat { get; }

Property Value

Single

Z

The plane's Z-component.

public double Z { get; set; }

Property Value

Double

ZFloat

public float ZFloat { get; }

Property Value

Single

W

The plane's W-component.

public double W { get; set; }

Property Value

Double

WFloat

public float WFloat { get; }

Property Value

Single

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

Int32

FQualifiedFrameTime

Namespace: UAssetAPI.UnrealTypes

public struct FQualifiedFrameTime

Inheritance ObjectValueTypeFQualifiedFrameTime

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 ObjectValueTypeFQuat

Properties

X

The quaternion's X-component.

public double X { get; set; }

Property Value

Double

XFloat

public float XFloat { get; }

Property Value

Single

Y

The quaternion's Y-component.

public double Y { get; set; }

Property Value

Double

YFloat

public float YFloat { get; }

Property Value

Single

Z

The quaternion's Z-component.

public double Z { get; set; }

Property Value

Double

ZFloat

public float ZFloat { get; }

Property Value

Single

W

The quaternion's W-component.

public double W { get; set; }

Property Value

Double

WFloat

public float WFloat { get; }

Property Value

Single

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

Int32

FRichCurveKey

Namespace: UAssetAPI.UnrealTypes

One key in a rich, editable float curve

public struct FRichCurveKey

Inheritance ObjectValueTypeFRichCurveKey

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

Int32

FRotator

Namespace: UAssetAPI.UnrealTypes

Implements a container for rotation information. All rotation values are stored in degrees.

public struct FRotator

Inheritance ObjectValueTypeFRotator

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

Double

PitchFloat

public float PitchFloat { get; }

Property Value

Single

Yaw

Rotation around the up axis (around Z axis), Running in circles 0=East, +North, -South.

public double Yaw { get; set; }

Property Value

Double

YawFloat

public float YawFloat { get; }

Property Value

Single

Roll

Rotation around the forward axis (around X axis), Tilting your head, 0=Straight, +Clockwise, -CCW.

public double Roll { get; set; }

Property Value

Double

RollFloat

public float RollFloat { get; }

Property Value

Single

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

Int32

FSkeletalMeshAreaWeightedTriangleSampler

Namespace: UAssetAPI.UnrealTypes

Allows area weighted sampling of triangles on a skeletal mesh.

public class FSkeletalMeshAreaWeightedTriangleSampler : FWeightedRandomSampler, System.ICloneable

Inheritance ObjectFWeightedRandomSamplerFSkeletalMeshAreaWeightedTriangleSampler
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 ObjectFSkeletalMeshSamplingRegionBuiltData

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

Int32

FString

Namespace: UAssetAPI.UnrealTypes

Unreal string - consists of a string and an encoding

public class FString : System.ICloneable

Inheritance ObjectFString
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

String

Equals(Object)

public bool Equals(object obj)

Parameters

obj Object

Returns

Boolean

GetHashCode()

public int GetHashCode()

Returns

Int32

Clone()

public object Clone()

Returns

Object

FromString(String, Encoding)

public static FString FromString(string value, Encoding encoding)

Parameters

value String

encoding Encoding

Returns

FString

FTextSourceData

Namespace: UAssetAPI.UnrealTypes

public struct FTextSourceData

Inheritance ObjectValueTypeFTextSourceData

Properties

SourceString

public FString SourceString { get; set; }

Property Value

FString

SourceStringMetaData

public FLocMetadataObject SourceStringMetaData { get; set; }

Property Value

FLocMetadataObject

FTextSourceSiteContext

Namespace: UAssetAPI.UnrealTypes

public struct FTextSourceSiteContext

Inheritance ObjectValueTypeFTextSourceSiteContext

Properties

KeyName

public FString KeyName { get; set; }

Property Value

FString

SiteDescription

public FString SiteDescription { get; set; }

Property Value

FString

IsEditorOnly

public bool IsEditorOnly { get; set; }

Property Value

Boolean

IsOptional

public bool IsOptional { get; set; }

Property Value

Boolean

InfoMetaData

public FLocMetadataObject InfoMetaData { get; set; }

Property Value

FLocMetadataObject

KeyMetaData

public FLocMetadataObject KeyMetaData { get; set; }

Property Value

FLocMetadataObject

FTimecode

Namespace: UAssetAPI.UnrealTypes

public struct FTimecode

Inheritance ObjectValueTypeFTimecode

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 ObjectValueTypeFTransform

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

Int32

FTwoVectors

Namespace: UAssetAPI.UnrealTypes

public struct FTwoVectors

Inheritance ObjectValueTypeFTwoVectors

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

Int32

FUniqueNetId

Namespace: UAssetAPI.UnrealTypes

public class FUniqueNetId

Inheritance ObjectFUniqueNetId

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

Int32

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 ObjectValueTypeFVector

Properties

X

The vector's X-component.

public double X { get; set; }

Property Value

Double

XFloat

public float XFloat { get; }

Property Value

Single

Y

The vector's Y-component.

public double Y { get; set; }

Property Value

Double

YFloat

public float YFloat { get; }

Property Value

Single

Z

The vector's Z-component.

public double Z { get; set; }

Property Value

Double

ZFloat

public float ZFloat { get; }

Property Value

Single

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

Int32

FVector2D

Namespace: UAssetAPI.UnrealTypes

A vector in 2-D space composed of components (X, Y) with floating/double point precision.

public struct FVector2D

Inheritance ObjectValueTypeFVector2D

Properties

X

The vector's X-component.

public double X { get; set; }

Property Value

Double

XFloat

public float XFloat { get; }

Property Value

Single

Y

The vector's Y-component.

public double Y { get; set; }

Property Value

Double

YFloat

public float YFloat { get; }

Property Value

Single

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

Int32

FVector2f

Namespace: UAssetAPI.UnrealTypes

A vector in 2-D space composed of components (X, Y) with floating point precision.

public struct FVector2f

Inheritance ObjectValueTypeFVector2f
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

Int32

Clone()

object Clone()

Returns

Object

FVector3f

Namespace: UAssetAPI.UnrealTypes

A vector in 3-D space composed of components (X, Y, Z) with floating point precision.

public struct FVector3f

Inheritance ObjectValueTypeFVector3f
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

Int32

Clone()

object Clone()

Returns

Object

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 ObjectValueTypeFVector4

Properties

X

The vector's X-component.

public double X { get; set; }

Property Value

Double

XFloat

public float XFloat { get; }

Property Value

Single

Y

The vector's Y-component.

public double Y { get; set; }

Property Value

Double

YFloat

public float YFloat { get; }

Property Value

Single

Z

The vector's Z-component.

public double Z { get; set; }

Property Value

Double

ZFloat

public float ZFloat { get; }

Property Value

Single

W

The vector's W-component.

public double W { get; set; }

Property Value

Double

WFloat

public float WFloat { get; }

Property Value

Single

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

Int32

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 ObjectValueTypeFVector4f
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

Int32

Clone()

object Clone()

Returns

Object

FWeightedRandomSampler

Namespace: UAssetAPI.UnrealTypes

public class FWeightedRandomSampler : System.ICloneable

Inheritance ObjectFWeightedRandomSampler
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

Int32

Clone()

public object Clone()

Returns

Object

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 ObjectFWorldTileInfo

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 ObjectFWorldTileLayer

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 ObjectFWorldTileLODInfo

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

Int32

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

Int32

ContainsValue(TValue)

bool ContainsValue(TValue value)

Parameters

value TValue

Returns

Boolean

ContainsValue(TValue, IEqualityComparer<TValue>)

bool ContainsValue(TValue value, IEqualityComparer<TValue> comparer)

Parameters

value TValue

comparer IEqualityComparer<TValue>

Returns

Boolean

ContainsKey(TKey)

bool ContainsKey(TKey key)

Parameters

key TKey

Returns

Boolean

GetEnumerator()

IEnumerator<KeyValuePair<TKey, TValue>> GetEnumerator()

Returns

IEnumerator<KeyValuePair<TKey, TValue>>

Remove(TKey)

bool Remove(TKey key)

Parameters

key TKey

Returns

Boolean

RemoveAt(Int32)

void RemoveAt(int index)

Parameters

index Int32

TryGetValue(TKey, TValue&)

bool TryGetValue(TKey key, TValue& value)

Parameters

key TKey

value TValue&

Returns

Boolean

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 ObjectLinearHelpers

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 ObjectValueTypeEnumObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
VER_UE4_BLUEPRINT_VARS_NOT_READ_ONLY215Removed restriction on blueprint-exposed variables from being read-only
VER_UE4_STATIC_MESH_STORE_NAV_COLLISION216Added manually serialized element to UStaticMesh (precalculated nav collision)
VER_UE4_ATMOSPHERIC_FOG_DECAY_NAME_CHANGE217Changed property name for atmospheric fog
VER_UE4_SCENECOMP_TRANSLATION_TO_LOCATION218Change many properties/functions from Translation to Location
VER_UE4_MATERIAL_ATTRIBUTES_REORDERING219Material attributes reordering
VER_UE4_COLLISION_PROFILE_SETTING220Collision Profile setting has been added, and all components that exists has to be properly upgraded
VER_UE4_BLUEPRINT_SKEL_TEMPORARY_TRANSIENT221Making the blueprint's skeleton class transient
VER_UE4_BLUEPRINT_SKEL_SERIALIZED_AGAIN222Making the blueprint's skeleton class serialized again
VER_UE4_BLUEPRINT_SETS_REPLICATION223Blueprint now controls replication settings again
VER_UE4_WORLD_LEVEL_INFO224Added level info used by World browser
VER_UE4_AFTER_CAPSULE_HALF_HEIGHT_CHANGE225Changed capsule height to capsule half-height (afterwards)
VER_UE4_ADDED_NAMESPACE_AND_KEY_DATA_TO_FTEXT226Added Namepace, GUID (Key) and Flags to FText
VER_UE4_ATTENUATION_SHAPES227Attenuation shapes
VER_UE4_LIGHTCOMPONENT_USE_IES_TEXTURE_MULTIPLIER_ON_NON_IES_BRIGHTNESS228Use IES texture multiplier even when IES brightness is not being used
VER_UE4_REMOVE_INPUT_COMPONENTS_FROM_BLUEPRINTS229Removed InputComponent as a blueprint addable component
VER_UE4_VARK2NODE_USE_MEMBERREFSTRUCT230Use an FMemberReference struct in UK2Node_Variable
VER_UE4_REFACTOR_MATERIAL_EXPRESSION_SCENECOLOR_AND_SCENEDEPTH_INPUTS231Refactored material expression inputs for UMaterialExpressionSceneColor and UMaterialExpressionSceneDepth
VER_UE4_SPLINE_MESH_ORIENTATION232Spline meshes changed from Z forwards to configurable
VER_UE4_REVERB_EFFECT_ASSET_TYPE233Added ReverbEffect asset type
VER_UE4_MAX_TEXCOORD_INCREASED234changed max texcoords from 4 to 8
VER_UE4_SPEEDTREE_STATICMESH235static meshes changed to support SpeedTrees
VER_UE4_LANDSCAPE_COMPONENT_LAZY_REFERENCES236Landscape component reference between landscape component and collision component
VER_UE4_SWITCH_CALL_NODE_TO_USE_MEMBER_REFERENCE237Refactored UK2Node_CallFunction to use FMemberReference
VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL238Added fixup step to remove skeleton class references from blueprint objects
VER_UE4_ADDED_SKELETON_ARCHIVER_REMOVAL_SECOND_TIME239See above, take 2.
VER_UE4_BLUEPRINT_SKEL_CLASS_TRANSIENT_AGAIN240Making the skeleton class on blueprints transient
VER_UE4_ADD_COOKED_TO_UCLASS241UClass knows if it's been cooked
VER_UE4_DEPRECATED_STATIC_MESH_THUMBNAIL_PROPERTIES_REMOVED242Deprecated static mesh thumbnail properties were removed
VER_UE4_COLLECTIONS_IN_SHADERMAPID243Added collections in material shader map ids
VER_UE4_REFACTOR_MOVEMENT_COMPONENT_HIERARCHY244Renamed some Movement Component properties, added PawnMovementComponent
VER_UE4_FIX_TERRAIN_LAYER_SWITCH_ORDER245Swap UMaterialExpressionTerrainLayerSwitch::LayerUsed/LayerNotUsed the correct way round
VER_UE4_ALL_PROPS_TO_CONSTRAINTINSTANCE246Remove URB_ConstraintSetup
VER_UE4_LOW_QUALITY_DIRECTIONAL_LIGHTMAPS247Low quality directional lightmaps
VER_UE4_ADDED_NOISE_EMITTER_COMPONENT248Added NoiseEmitterComponent and removed related Pawn properties.
VER_UE4_ADD_TEXT_COMPONENT_VERTICAL_ALIGNMENT249Add text component vertical alignment
VER_UE4_ADDED_FBX_ASSET_IMPORT_DATA250Added AssetImportData for FBX asset types, deprecating SourceFilePath and SourceFileTimestamp
VER_UE4_REMOVE_LEVELBODYSETUP251Remove LevelBodySetup from ULevel
VER_UE4_REFACTOR_CHARACTER_CROUCH252Refactor character crouching
VER_UE4_SMALLER_DEBUG_MATERIALSHADER_UNIFORM_EXPRESSIONS253Trimmed down material shader debug information.
VER_UE4_APEX_CLOTH254APEX Clothing
VER_UE4_SAVE_COLLISIONRESPONSE_PER_CHANNEL255Change 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_MESH256Added Landscape Spline editor meshes
VER_UE4_CHANGED_MATERIAL_REFACTION_TYPE257Fixup input expressions for reading from refraction material attributes.
VER_UE4_REFACTOR_PROJECTILE_MOVEMENT258Refactor projectile movement, along with some other movement component work.
VER_UE4_REMOVE_PHYSICALMATERIALPROPERTY259Remove PhysicalMaterialProperty and replace with user defined enum
VER_UE4_PURGED_FMATERIAL_COMPILE_OUTPUTS260Removed all compile outputs from FMaterial
VER_UE4_ADD_COOKED_TO_LANDSCAPE261Ability to save cooked PhysX meshes to Landscape
VER_UE4_CONSUME_INPUT_PER_BIND262Change how input component consumption works
VER_UE4_SOUND_CLASS_GRAPH_EDITOR263Added new Graph based SoundClass Editor
VER_UE4_FIXUP_TERRAIN_LAYER_NODES264Fixed terrain layer node guids which was causing artifacts
VER_UE4_RETROFIT_CLAMP_EXPRESSIONS_SWAP265Added clamp min/max swap check to catch older materials
VER_UE4_REMOVE_LIGHT_MOBILITY_CLASSES266Remove static/movable/stationary light classes
VER_UE4_REFACTOR_PHYSICS_BLENDING267Refactor the way physics blending works to allow partial blending
VER_UE4_WORLD_LEVEL_INFO_UPDATED268WorldLevelInfo: Added reference to parent level and streaming distance
VER_UE4_STATIC_SKELETAL_MESH_SERIALIZATION_FIX269Fixed cooking of skeletal/static meshes due to bad serialization logic
VER_UE4_REMOVE_STATICMESH_MOBILITY_CLASSES270Removal of InterpActor and PhysicsActor
VER_UE4_REFACTOR_PHYSICS_TRANSFORMS271Refactor physics transforms
VER_UE4_REMOVE_ZERO_TRIANGLE_SECTIONS272Remove zero triangle sections from static meshes and compact material indices.
VER_UE4_CHARACTER_MOVEMENT_DECELERATION273Add param for deceleration in character movement instead of using acceleration.
VER_UE4_CAMERA_ACTOR_USING_CAMERA_COMPONENT274Made ACameraActor use a UCameraComponent for parameter storage, etc...
VER_UE4_CHARACTER_MOVEMENT_DEPRECATE_PITCH_ROLL275Deprecated some pitch/roll properties in CharacterMovementComponent
VER_UE4_REBUILD_TEXTURE_STREAMING_DATA_ON_LOAD276Rebuild texture streaming data on load for uncooked builds
VER_UE4_SUPPORT_32BIT_STATIC_MESH_INDICES277Add support for 32 bit index buffers for static meshes.
VER_UE4_ADDED_CHUNKID_TO_ASSETDATA_AND_UPACKAGE278Added streaming install ChunkID to AssetData and UPackage
VER_UE4_CHARACTER_DEFAULT_MOVEMENT_BINDINGS279Add flag to control whether Character blueprints receive default movement bindings.
VER_UE4_APEX_CLOTH_LOD280APEX Clothing LOD Info
VER_UE4_ATMOSPHERIC_FOG_CACHE_DATA281Added atmospheric fog texture data to be general
VAR_UE4_ARRAY_PROPERTY_INNER_TAGS282Arrays serialize their inner's tags
VER_UE4_KEEP_SKEL_MESH_INDEX_DATA283Skeletal mesh index data is kept in memory in game to support mesh merging.
VER_UE4_BODYSETUP_COLLISION_CONVERSION284Added compatibility for the body instance collision change
VER_UE4_REFLECTION_CAPTURE_COOKING285Reflection capture cooking
VER_UE4_REMOVE_DYNAMIC_VOLUME_CLASSES286Removal of DynamicTriggerVolume, DynamicBlockingVolume, DynamicPhysicsVolume
VER_UE4_STORE_HASCOOKEDDATA_FOR_BODYSETUP287Store an additional flag in the BodySetup to indicate whether there is any cooked data to load
VER_UE4_REFRACTION_BIAS_TO_REFRACTION_DEPTH_BIAS288Changed name of RefractionBias to RefractionDepthBias.
VER_UE4_REMOVE_SKELETALPHYSICSACTOR289Removal of SkeletalPhysicsActor
VER_UE4_PC_ROTATION_INPUT_REFACTOR290PlayerController rotation input refactor
VER_UE4_LANDSCAPE_PLATFORMDATA_COOKING291Landscape Platform Data cooking
VER_UE4_CREATEEXPORTS_CLASS_LINKING_FOR_BLUEPRINTS292Added call for linking classes in CreateExport to ensure memory is initialized properly
VER_UE4_REMOVE_NATIVE_COMPONENTS_FROM_BLUEPRINT_SCS293Remove native component nodes from the blueprint SimpleConstructionScript
VER_UE4_REMOVE_SINGLENODEINSTANCE294Removal of Single Node Instance
VER_UE4_CHARACTER_BRAKING_REFACTOR295Character movement braking changes
VER_UE4_VOLUME_SAMPLE_LOW_QUALITY_SUPPORT296Supported low quality lightmaps in volume samples
VER_UE4_SPLIT_TOUCH_AND_CLICK_ENABLES297Split bEnableTouchEvents out from bEnableClickEvents
VER_UE4_HEALTH_DEATH_REFACTOR298Health/Death refactor
VER_UE4_SOUND_NODE_ENVELOPER_CURVE_CHANGE299Moving USoundNodeEnveloper from UDistributionFloatConstantCurve to FRichCurve
VER_UE4_POINT_LIGHT_SOURCE_RADIUS300Moved SourceRadius to UPointLightComponent
VER_UE4_SCENE_CAPTURE_CAMERA_CHANGE301Scene capture actors based on camera actors.
VER_UE4_MOVE_SKELETALMESH_SHADOWCASTING302Moving SkeletalMesh shadow casting flag from LoD details to material
VER_UE4_CHANGE_SETARRAY_BYTECODE303Changing bytecode operators for creating arrays
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES304Material Instances overriding base material properties.
VER_UE4_COMBINED_LIGHTMAP_TEXTURES305Combined top/bottom lightmap textures
VER_UE4_BUMPED_MATERIAL_EXPORT_GUIDS306Forced material lightmass guids to be regenerated
VER_UE4_BLUEPRINT_INPUT_BINDING_OVERRIDES307Allow overriding of parent class input bindings
VER_UE4_FIXUP_BODYSETUP_INVALID_CONVEX_TRANSFORM308Fix up convex invalid transform
VER_UE4_FIXUP_STIFFNESS_AND_DAMPING_SCALE309Fix up scale of physics stiffness and damping value
VER_UE4_REFERENCE_SKELETON_REFACTOR310Convert USkeleton and FBoneContrainer to using FReferenceSkeleton.
VER_UE4_K2NODE_REFERENCEGUIDS311Adding references to variable, function, and macro nodes to be able to update to renamed values
VER_UE4_FIXUP_ROOTBONE_PARENT312Fix up the 0th bone's parent bone index.
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_PHASE_2314Material Instances overriding base material properties #2.
VER_UE4_CLASS_NOTPLACEABLE_ADDED315CLASS_Placeable becomes CLASS_NotPlaceable
VER_UE4_WORLD_LEVEL_INFO_LOD_LIST316Added LOD info list to a world tile description
VER_UE4_CHARACTER_MOVEMENT_VARIABLE_RENAMING_1317CharacterMovement variable naming refactor
VER_UE4_FSLATESOUND_CONVERSION318FName properties containing sound names converted to FSlateSound properties
VER_UE4_WORLD_LEVEL_INFO_ZORDER319Added ZOrder to a world tile description
VER_UE4_PACKAGE_REQUIRES_LOCALIZATION_GATHER_FLAGGING320Added flagging of localization gather requirement to packages
VER_UE4_BP_ACTOR_VARIABLE_DEFAULT_PREVENTING321Preventing Blueprint Actor variables from having default values
VER_UE4_TEST_ANIMCOMP_CHANGE322Preventing Blueprint Actor variables from having default values
VER_UE4_EDITORONLY_BLUEPRINTS323Class as primary asset, name convention changed
VER_UE4_EDGRAPHPINTYPE_SERIALIZATION324Custom serialization for FEdGraphPinType
VER_UE4_NO_MIRROR_BRUSH_MODEL_COLLISION325Stop generating 'mirrored' cooked mesh for Brush and Model components
VER_UE4_CHANGED_CHUNKID_TO_BE_AN_ARRAY_OF_CHUNKIDS326Changed ChunkID to be an array of IDs.
VER_UE4_WORLD_NAMED_AFTER_PACKAGE327Worlds have been renamed from "TheWorld" to be named after the package containing them
VER_UE4_SKY_LIGHT_COMPONENT328Added sky light component
VER_UE4_WORLD_LAYER_ENABLE_DISTANCE_STREAMING329Added Enable distance streaming flag to FWorldTileLayer
VER_UE4_REMOVE_ZONES_FROM_MODEL330Remove visibility/zone information from UModel
VER_UE4_FIX_ANIMATIONBASEPOSE_SERIALIZATION331Fix base pose serialization
VER_UE4_SUPPORT_8_BONE_INFLUENCES_SKELETAL_MESHES332Support for up to 8 skinning influences per vertex on skeletal meshes (on non-gpu vertices)
VER_UE4_ADD_OVERRIDE_GRAVITY_FLAG333Add explicit bOverrideGravity to world settings
VER_UE4_SUPPORT_GPUSKINNING_8_BONE_INFLUENCES334Support for up to 8 skinning influences per vertex on skeletal meshes (on gpu vertices)
VER_UE4_ANIM_SUPPORT_NONUNIFORM_SCALE_ANIMATION335Supporting nonuniform scale animation
VER_UE4_ENGINE_VERSION_OBJECT336Engine version is stored as a FEngineVersion object rather than changelist number
VER_UE4_PUBLIC_WORLDS337World assets now have RF_Public
VER_UE4_SKELETON_GUID_SERIALIZATION338Skeleton Guid
VER_UE4_CHARACTER_MOVEMENT_WALKABLE_FLOOR_REFACTOR339Character movement WalkableFloor refactor
VER_UE4_INVERSE_SQUARED_LIGHTS_DEFAULT340Lights default to inverse squared
VER_UE4_DISABLED_SCRIPT_LIMIT_BYTECODE341Disabled SCRIPT_LIMIT_BYTECODE_TO_64KB
VER_UE4_PRIVATE_REMOTE_ROLE342Made remote role private, exposed bReplicates
VER_UE4_FOLIAGE_STATIC_MOBILITY343Fix up old foliage components to have static mobility (superseded by VER_UE4_FOLIAGE_MOVABLE_MOBILITY)
VER_UE4_BUILD_SCALE_VECTOR344Change BuildScale from a float to a vector
VER_UE4_FOLIAGE_COLLISION345After implementing foliage collision, need to disable collision on old foliage instances
VER_UE4_SKY_BENT_NORMAL346Added sky bent normal to indirect lighting cache
VER_UE4_LANDSCAPE_COLLISION_DATA_COOKING347Added cooking for landscape collision data
VER_UE4_MORPHTARGET_CPU_TANGENTZDELTA_FORMATCHANGE348Convert 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_MASS349Soft constraint limits will implicitly use the mass of the bodies
VER_UE4_REFLECTION_DATA_IN_PACKAGES350Reflection capture data saved in packages
VER_UE4_FOLIAGE_MOVABLE_MOBILITY351Fix up old foliage components to have movable mobility (superseded by VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT)
VER_UE4_UNDO_BREAK_MATERIALATTRIBUTES_CHANGE352Undo BreakMaterialAttributes changes as it broke old content
VER_UE4_ADD_CUSTOMPROFILENAME_CHANGE353Now Default custom profile name isn't NONE anymore due to copy/paste not working properly with it
VER_UE4_FLIP_MATERIAL_COORDS354Permanently flip and scale material expression coordinates
VER_UE4_MEMBERREFERENCE_IN_PINTYPE355PinSubCategoryMemberReference added to FEdGraphPinType
VER_UE4_VEHICLES_UNIT_CHANGE356Vehicles use Nm for Torque instead of cm and RPM instead of rad/s
VER_UE4_ANIMATION_REMOVE_NANS357removes 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_CHANGE358Change skeleton preview attached assets property type
VER_UE4_FIX_BLUEPRINT_VARIABLE_FLAGS359Fix some blueprint variables that have the CPF_DisableEditOnTemplate flag set when they shouldn't
VER_UE4_VEHICLES_UNIT_CHANGE2360Vehicles 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_LINKING361Changed order of interface class serialization
VER_UE4_STATIC_MESH_SCREEN_SIZE_LODS362Change from LOD distances to display factors
VER_UE4_FIX_MATERIAL_COORDS363Requires test of material coords to ensure they're saved correctly
VER_UE4_SPEEDTREE_WIND_V7364Changed SpeedTree wind presets to v7
VER_UE4_LOAD_FOR_EDITOR_GAME365NeedsLoadForEditorGame added
VER_UE4_SERIALIZE_RICH_CURVE_KEY366Manual serialization of FRichCurveKey to save space
VER_UE4_MOVE_LANDSCAPE_MICS_AND_TEXTURES_WITHIN_LEVEL367Change the outer of ULandscapeMaterialInstanceConstants and Landscape-related textures to the level in which they reside
VER_UE4_FTEXT_HISTORY368FTexts have creation history data, removed Key, Namespaces, and SourceString
VER_UE4_FIX_MATERIAL_COMMENTS369Shift comments to the left to contain expressions properly
VER_UE4_STORE_BONE_EXPORT_NAMES370Bone 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_DISTRIBUTION371changed mesh emitter initial orientation to distribution
VER_UE4_DISALLOW_FOLIAGE_ON_BLUEPRINTS372Foliage on blueprints causes crashes
VER_UE4_FIXUP_MOTOR_UNITS373change motors to use revolutions per second instead of rads/second
VER_UE4_DEPRECATED_MOVEMENTCOMPONENT_MODIFIED_SPEEDS374deprecated MovementComponent functions including "ModifiedMaxSpeed" et al
VER_UE4_RENAME_CANBECHARACTERBASE375rename CanBeCharacterBase
VER_UE4_GAMEPLAY_TAG_CONTAINER_TAG_TYPE_CHANGE376Change GameplayTagContainers to have FGameplayTags instead of FNames; Required to fix-up native serialization
VER_UE4_FOLIAGE_SETTINGS_TYPE377Change from UInstancedFoliageSettings to UFoliageType, and change the api from being keyed on UStaticMesh* to UFoliageType*
VER_UE4_STATIC_SHADOW_DEPTH_MAPS378Lights serialize static shadow depth maps
VER_UE4_ADD_TRANSACTIONAL_TO_DATA_ASSETS379Add RF_Transactional to data assets, fixing undo problems when editing them
VER_UE4_ADD_LB_WEIGHTBLEND380Change LB_AlphaBlend to LB_WeightBlend in ELandscapeLayerBlendType
VER_UE4_ADD_ROOTCOMPONENT_TO_FOLIAGEACTOR381Add root component to an foliage actor, all foliage cluster components will be attached to a root
VER_UE4_FIX_MATERIAL_PROPERTY_OVERRIDE_SERIALIZE382FMaterialInstanceBasePropertyOverrides didn't use proper UObject serialize
VER_UE4_ADD_LINEAR_COLOR_SAMPLER383Addition of linear color sampler. color sample type is changed to linear sampler if source texture !sRGB
VER_UE4_ADD_STRING_ASSET_REFERENCES_MAP384Added StringAssetReferencesMap to support renames of FStringAssetReference properties.
VER_UE4_BLUEPRINT_USE_SCS_ROOTCOMPONENT_SCALE385Apply scale from SCS RootComponent details in the Blueprint Editor to new actor instances at construction time
VER_UE4_LEVEL_STREAMING_DRAW_COLOR_TYPE_CHANGE386Changed level streaming to have a linear color since the visualization doesn't gamma correct.
VER_UE4_CLEAR_NOTIFY_TRIGGERS387Cleared end triggers from non-state anim notifies
VER_UE4_SKELETON_ADD_SMARTNAMES388Convert old curve names stored in anim assets into skeleton smartnames
VER_UE4_ADDED_CURRENCY_CODE_TO_FTEXT389Added the currency code field to FTextHistory_AsCurrency
VER_UE4_ENUM_CLASS_SUPPORT390Added support for C++11 enum classes
VER_UE4_FIXUP_WIDGET_ANIMATION_CLASS391Fixup widget animation class
VER_UE4_SOUND_COMPRESSION_TYPE_ADDED392USoundWave objects now contain details about compression scheme used.
VER_UE4_AUTO_WELDING393Bodies will automatically weld when attached
VER_UE4_RENAME_CROUCHMOVESCHARACTERDOWN394Rename UCharacterMovementComponent::bCrouchMovesCharacterDown
VER_UE4_LIGHTMAP_MESH_BUILD_SETTINGS395Lightmap parameters in FMeshBuildSettings
VER_UE4_RENAME_SM3_TO_ES3_1396Rename SM3 to ES3_1 and updates featurelevel material node selector
VER_UE4_DEPRECATE_UMG_STYLE_ASSETS397Deprecated separate style assets for use in UMG
VER_UE4_POST_DUPLICATE_NODE_GUID398Duplicating Blueprints will regenerate NodeGuids after this version
VER_UE4_RENAME_CAMERA_COMPONENT_VIEW_ROTATION399Rename USpringArmComponent::bUseControllerViewRotation to bUsePawnViewRotation, Rename UCameraComponent::bUseControllerViewRotation to bUsePawnViewRotation (and change the default value)
VER_UE4_CASE_PRESERVING_FNAME400Changed FName to be case preserving
VER_UE4_RENAME_CAMERA_COMPONENT_CONTROL_ROTATION401Rename USpringArmComponent::bUsePawnViewRotation to bUsePawnControlRotation, Rename UCameraComponent::bUsePawnViewRotation to bUsePawnControlRotation
VER_UE4_FIX_REFRACTION_INPUT_MASKING402Fix bad refraction material attribute masks
VER_UE4_GLOBAL_EMITTER_SPAWN_RATE_SCALE403A global spawn rate for emitters.
VER_UE4_CLEAN_DESTRUCTIBLE_SETTINGS404Cleanup destructible mesh settings
VER_UE4_CHARACTER_MOVEMENT_UPPER_IMPACT_BEHAVIOR405CharacterMovementComponent refactor of AdjustUpperHemisphereImpact and deprecation of some associated vars.
VER_UE4_BP_MATH_VECTOR_EQUALITY_USES_EPSILON406Changed Blueprint math equality functions for vectors and rotators to operate as a "nearly" equals rather than "exact"
VER_UE4_FOLIAGE_STATIC_LIGHTING_SUPPORT407Static lighting support was re-added to foliage, and mobility was returned to static
VER_UE4_SLATE_COMPOSITE_FONTS408Added composite fonts to Slate font info
VER_UE4_REMOVE_SAVEGAMESUMMARY409Remove UDEPRECATED_SaveGameSummary, required for UWorld::Serialize
VER_UE4_REMOVE_SKELETALMESH_COMPONENT_BODYSETUP_SERIALIZATION410Remove bodyseutp serialization from skeletal mesh component
VER_UE4_SLATE_BULK_FONT_DATA411Made Slate font data use bulk data to store the embedded font data
VER_UE4_ADD_PROJECTILE_FRICTION_BEHAVIOR412Add new friction behavior in ProjectileMovementComponent.
VER_UE4_MOVEMENTCOMPONENT_AXIS_SETTINGS413Add axis settings enum to MovementComponent.
VER_UE4_GRAPH_INTERACTIVE_COMMENTBUBBLES414Switch to new interactive comments, requires boundry conversion to preserve previous states
VER_UE4_LANDSCAPE_SERIALIZE_PHYSICS_MATERIALS415Landscape serializes physical materials for collision objects
VER_UE4_RENAME_WIDGET_VISIBILITY416Rename Visiblity on widgets to Visibility
VER_UE4_ANIMATION_ADD_TRACKCURVES417add track curves for animation
VER_UE4_MONTAGE_BRANCHING_POINT_REMOVAL418Removed BranchingPoints from AnimMontages and converted them to regular AnimNotifies.
VER_UE4_BLUEPRINT_ENFORCE_CONST_IN_FUNCTION_OVERRIDES419Enforce const-correctness in Blueprint implementations of native C++ const class methods
VER_UE4_ADD_PIVOT_TO_WIDGET_COMPONENT420Added 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_AI421Added 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_TIMEZONE422Added serialization of timezone to FTextHistory for AsDate operations.
VER_UE4_SORT_ACTIVE_BONE_INDICES423Sort ActiveBoneIndices on lods so that we can avoid doing it at run time
VER_UE4_PERFRAME_MATERIAL_UNIFORM_EXPRESSIONS424Added per-frame material uniform expressions
VER_UE4_MIKKTSPACE_IS_DEFAULT425Make MikkTSpace the default tangent space calculation method for static meshes.
VER_UE4_LANDSCAPE_GRASS_COOKING426Only applies to cooked files, grass cooking support.
VER_UE4_FIX_SKEL_VERT_ORIENT_MESH_PARTICLES427Fixed code for using the bOrientMeshEmitters property.
VER_UE4_LANDSCAPE_STATIC_SECTION_OFFSET428Do not change landscape section offset on load under world composition
VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION429New options for navigation data runtime generation (static, modifiers only, dynamic)
VER_UE4_MATERIAL_MASKED_BLENDMODE_TIDY430Tidied up material's handling of masked blend mode.
VER_UE4_MERGED_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7_DEPRECATED431Original 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_DEPRECATED432Original 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_7433After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch
VER_UE4_AFTER_MERGING_ADD_MODIFIERS_RUNTIME_GENERATION_TO_4_7434After merging VER_UE4_ADD_MODIFIERS_RUNTIME_GENERATION into 4.7 branch
VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA435Landscape grass weightmap data is now generated in the editor and serialized.
VER_UE4_OPTIONALLY_CLEAR_GPU_EMITTERS_ON_INIT436New property to optionally prevent gpu emitters clearing existing particles on Init().
VER_UE4_SERIALIZE_LANDSCAPE_GRASS_DATA_MATERIAL_GUID437Also store the Material guid with the landscape grass data
VER_UE4_BLUEPRINT_GENERATED_CLASS_COMPONENT_TEMPLATES_PUBLIC438Make sure that all template components from blueprint generated classes are flagged as public
VER_UE4_ACTOR_COMPONENT_CREATION_METHOD439Split out creation method on ActorComponents to distinguish between native, instance, and simple or user construction script
VER_UE4_K2NODE_EVENT_MEMBER_REFERENCE440K2Node_Event now uses FMemberReference for handling references
VER_UE4_STRUCT_GUID_IN_PROPERTY_TAG441FPropertyTag stores GUID of struct
VER_UE4_REMOVE_UNUSED_UPOLYS_FROM_UMODEL442Remove unused UPolys from UModel cooked content
VER_UE4_REBUILD_HIERARCHICAL_INSTANCE_TREES443This 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_VERSION444Package summary includes an CompatibleWithEngineVersion field, separately to the version it's saved with
VER_UE4_TRACK_UCS_MODIFIED_PROPERTIES445Track UCS modified properties on Actor Components
VER_UE4_LANDSCAPE_SPLINE_CROSS_LEVEL_MESHES446Allowed landscape spline meshes to be stored into landscape streaming levels rather than the spline's level
VER_UE4_DEPRECATE_USER_WIDGET_DESIGN_SIZE447Deprecate the variables used for sizing in the designer on UUserWidget
VER_UE4_ADD_EDITOR_VIEWS448Make the editor views array dynamically sized
VER_UE4_FOLIAGE_WITH_ASSET_OR_CLASS449Updated foliage to work with either FoliageType assets or blueprint classes
VER_UE4_BODYINSTANCE_BINARY_SERIALIZATION450Allows PhysicsSerializer to serialize shapes and actors for faster load times
VER_UE4_SERIALIZE_BLUEPRINT_EVENTGRAPH_FASTCALLS_IN_UFUNCTION451Added fastcall data serialization directly in UFunction
VER_UE4_INTERPCURVE_SUPPORTS_LOOPING452Changes to USplineComponent and FInterpCurve
VER_UE4_MATERIAL_INSTANCE_BASE_PROPERTY_OVERRIDES_DITHERED_LOD_TRANSITION453Material Instances overriding base material LOD transitions
VER_UE4_SERIALIZE_LANDSCAPE_ES2_TEXTURES454Serialize ES2 textures separately rather than overwriting the properties used on other platforms
VER_UE4_CONSTRAINT_INSTANCE_MOTOR_FLAGS455Constraint motor velocity is broken into per-component
VER_UE4_SERIALIZE_PINTYPE_CONST456Serialize bIsConst in FEdGraphPinType
VER_UE4_LIBRARY_CATEGORIES_AS_FTEXT457Change UMaterialFunction::LibraryCategories to LibraryCategoriesText (old assets were saved before auto-conversion of FArrayProperty was possible)
VER_UE4_SKIP_DUPLICATE_EXPORTS_ON_SAVE_PACKAGE458Check for duplicate exports while saving packages.
VER_UE4_SERIALIZE_TEXT_IN_PACKAGES459Pre-gathering of gatherable, localizable text in packages to optimize text gathering operation times
VER_UE4_ADD_BLEND_MODE_TO_WIDGET_COMPONENT460Added 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_SETTING461Added lightmass primitive setting
VER_UE4_REPLACE_SPRING_NOZ_PROPERTY462Deprecate NoZSpring property on spring nodes to be replaced with TranslateZ property
VER_UE4_TIGHTLY_PACKED_ENUMS463Keep enums tight and serialize their values as pairs of FName and value. Don't insert dummy values.
VER_UE4_ASSET_IMPORT_DATA_AS_JSON464Changed Asset import data to serialize file meta data as JSON
VER_UE4_TEXTURE_LEGACY_GAMMA465Legacy gamma support for textures.
VER_UE4_ADDED_NATIVE_SERIALIZATION_FOR_IMMUTABLE_STRUCTURES466Added WithSerializer for basic native structures like FVector, FColor etc to improve serialization performance
VER_UE4_DEPRECATE_UMG_STYLE_OVERRIDES467Deprecated attributes that override the style on UMG widgets
VER_UE4_STATIC_SHADOWMAP_PENUMBRA_SIZE468Shadowmap penumbra size stored
VER_UE4_NIAGARA_DATA_OBJECT_DEV_UI_FIX469Fix BC on Niagara effects from the data object and dev UI changes.
VER_UE4_FIXED_DEFAULT_ORIENTATION_OF_WIDGET_COMPONENT470Fixed the default orientation of widget component so it faces down +x
VER_UE4_REMOVED_MATERIAL_USED_WITH_UI_FLAG471Removed bUsedWithUI flag from UMaterial and replaced it with a new material domain for UI
VER_UE4_CHARACTER_MOVEMENT_ADD_BRAKING_FRICTION472Added braking friction separate from turning friction.
VER_UE4_BSP_UNDO_FIX473Removed TTransArrays from UModel
VER_UE4_DYNAMIC_PARAMETER_DEFAULT_VALUE474Added default value to dynamic parameter.
VER_UE4_STATIC_MESH_EXTENDED_BOUNDS475Added ExtendedBounds to StaticMesh
VER_UE4_ADDED_NON_LINEAR_TRANSITION_BLENDS476Added non-linear blending to anim transitions, deprecating old types
VER_UE4_AO_MATERIAL_MASK477AO Material Mask texture
VER_UE4_NAVIGATION_AGENT_SELECTOR478Replaced navigation agents selection with single structure
VER_UE4_MESH_PARTICLE_COLLISIONS_CONSIDER_PARTICLE_SIZE479Mesh particle collisions consider particle size.
VER_UE4_BUILD_MESH_ADJ_BUFFER_FLAG_EXPOSED480Adjacency buffer building no longer automatically handled based on triangle count, user-controlled
VER_UE4_MAX_ANGULAR_VELOCITY_DEFAULT481Change the default max angular velocity
VER_UE4_APEX_CLOTH_TESSELLATION482Build Adjacency index buffer for clothing tessellation
VER_UE4_DECAL_SIZE483Added DecalSize member, solved backward compatibility
VER_UE4_KEEP_ONLY_PACKAGE_NAMES_IN_STRING_ASSET_REFERENCES_MAP484Keep only package names in StringAssetReferencesMap
VER_UE4_COOKED_ASSETS_IN_EDITOR_SUPPORT485Support sound cue not saving out editor only data
VER_UE4_DIALOGUE_WAVE_NAMESPACE_AND_CONTEXT_CHANGES486Updated dialogue wave localization gathering logic.
VER_UE4_MAKE_ROT_RENAME_AND_REORDER487Renamed MakeRot MakeRotator and rearranged parameters.
VER_UE4_K2NODE_VAR_REFERENCEGUIDS488K2Node_Variable will properly have the VariableReference Guid set if available
VER_UE4_SOUND_CONCURRENCY_PACKAGE489Added support for sound concurrency settings structure and overrides
VER_UE4_USERWIDGET_DEFAULT_FOCUSABLE_FALSE490Changing the default value for focusable user widgets to false
VER_UE4_BLUEPRINT_CUSTOM_EVENT_CONST_INPUT491Custom event nodes implicitly set 'const' on array and non-array pass-by-reference input params
VER_UE4_USE_LOW_PASS_FILTER_FREQ492Renamed HighFrequencyGain to LowPassFilterFrequency
VER_UE4_NO_ANIM_BP_CLASS_IN_GAMEPLAY_CODE493UAnimBlueprintGeneratedClass can be replaced by a dynamic class. Use TSubclassOf UAnimInstance instead.
VER_UE4_SCS_STORES_ALLNODES_ARRAY494The 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_ENCAPSULATION495Moved StartRange and EndRange in UFbxAnimSequenceImportData to use FInt32Interval
VER_UE4_CAMERA_COMPONENT_ATTACH_TO_ROOT496Adding a new root scene component to camera component
VER_UE4_INSTANCED_STEREO_UNIFORM_UPDATE497Updating custom material expression nodes for instanced stereo implementation
VER_UE4_STREAMABLE_TEXTURE_MIN_MAX_DISTANCE498Texture streaming min and max distance to handle HLOD
VER_UE4_INJECT_BLUEPRINT_STRUCT_PIN_CONVERSION_NODES499Fixing up invalid struct-to-struct pin connections by injecting available conversion nodes
VER_UE4_INNER_ARRAY_TAG_INFO500Saving tag data for Array Property's inner property
VER_UE4_FIX_SLOT_NAME_DUPLICATION501Fixed duplicating slot node names in skeleton due to skeleton preload on compile
VER_UE4_STREAMABLE_TEXTURE_AABB502Texture streaming using AABBs instead of Spheres
VER_UE4_PROPERTY_GUID_IN_PROPERTY_TAG503FPropertyTag stores GUID of property
VER_UE4_NAME_HASHES_SERIALIZED504Name table hashes are calculated and saved out rather than at load time
VER_UE4_INSTANCED_STEREO_UNIFORM_REFACTOR505Updating custom material expression nodes for instanced stereo implementation refactor
VER_UE4_COMPRESSED_SHADER_RESOURCES506Added compression to the shader resource for memory savings
VER_UE4_PRELOAD_DEPENDENCIES_IN_COOKED_EXPORTS507Cooked 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_EXPORTS508Cooked 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_SUPPORT509FPropertyTag includes contained type(s) for Set and Map properties
VER_UE4_ADDED_SEARCHABLE_NAMES510Added SearchableNames to the package summary and asset registry
VER_UE4_64BIT_EXPORTMAP_SERIALSIZES511Increased size of SerialSize and SerialOffset in export map entries to 64 bit, allow support for bigger files
VER_UE4_SKYLIGHT_MOBILE_IRRADIANCE_MAP512Sky light stores IrradianceMap for mobile renderer.
VER_UE4_ADDED_SWEEP_WHILE_WALKING_FLAG513Added flag to control sweep behavior while walking in UCharacterMovementComponent.
VER_UE4_ADDED_SOFT_OBJECT_PATH514StringAssetReference changed to SoftObjectPath and swapped to serialize as a name+string instead of a string
VER_UE4_POINTLIGHT_SOURCE_ORIENTATION515Changed the source orientation of point lights to match spot lights (z axis)
VER_UE4_ADDED_PACKAGE_SUMMARY_LOCALIZATION_ID516LocalizationId has been added to the package summary (editor-only)
VER_UE4_FIX_WIDE_STRING_CRC517Fixed case insensitive hashes of wide strings containing character values from 128-255
VER_UE4_ADDED_PACKAGE_OWNER518Added package owner to allow private references
VER_UE4_SKINWEIGHT_PROFILE_DATA_LAYOUT_CHANGES519Changed the data layout for skin weight profile data
VER_UE4_NON_OUTER_PACKAGE_IMPORT520Added import that can have package different than their outer
VER_UE4_ASSETREGISTRY_DEPENDENCYFLAGS521Added DependencyFlags to AssetRegistry
VER_UE4_CORRECT_LICENSEE_FLAG522Fixed corrupt licensee flag in 4.26 assets
VER_UE4_AUTOMATIC_VERSION522The 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 ObjectValueTypeEnumObjectVersionUE5
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

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 ObjectValueTypeTBox<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

Int32

Clone()

object Clone()

Returns

Object

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 ObjectTMap<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

Int32

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 ObjectValueTypeTPerQualityLevel<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

Int32

TRange<T>

Namespace: UAssetAPI.UnrealTypes

public struct TRange<T>

Type Parameters

T

Inheritance ObjectValueTypeTRange<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 ObjectValueTypeTRangeBound<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 ObjectValueTypeEnumUE4VersionToObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

UE5VersionToObjectVersion

Namespace: UAssetAPI.UnrealTypes

public enum UE5VersionToObjectVersion

Inheritance ObjectValueTypeEnumUE5VersionToObjectVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

UniqueNetIdReplPropertyData

Namespace: UAssetAPI.UnrealTypes

public class UniqueNetIdReplPropertyData : UAssetAPI.PropertyTypes.Objects.PropertyData`1[[UAssetAPI.UnrealTypes.FUniqueNetId]], System.ICloneable

Inheritance ObjectPropertyDataPropertyData<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

Boolean

PropertyType

public FString PropertyType { get; }

Property Value

FString

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

FUniqueNetId

RawValue

public object RawValue { get; set; }

Property Value

Object

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

Boolean

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

Object

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

Int32

AnimationCompressionFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum AnimationCompressionFormat

Inheritance ObjectValueTypeEnumAnimationCompressionFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

AnimationKeyFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum AnimationKeyFormat

Inheritance ObjectValueTypeEnumAnimationKeyFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

AnimPhysCollisionType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum AnimPhysCollisionType

Inheritance ObjectValueTypeEnumAnimPhysCollisionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

AnimPhysTwistAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum AnimPhysTwistAxis

Inheritance ObjectValueTypeEnumAnimPhysTwistAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

Beam2SourceTargetMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum Beam2SourceTargetMethod

Inheritance ObjectValueTypeEnumBeam2SourceTargetMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

Beam2SourceTargetTangentMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum Beam2SourceTargetTangentMethod

Inheritance ObjectValueTypeEnumBeam2SourceTargetTangentMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

BeamModifierType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum BeamModifierType

Inheritance ObjectValueTypeEnumBeamModifierType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

CylinderHeightAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum CylinderHeightAxis

Inheritance ObjectValueTypeEnumCylinderHeightAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

DistributionParamMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum DistributionParamMode

Inheritance ObjectValueTypeEnumDistributionParamMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EActorUpdateOverlapsMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EActorUpdateOverlapsMethod

Inheritance ObjectValueTypeEnumEActorUpdateOverlapsMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAdditiveAnimationType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAdditiveAnimationType

Inheritance ObjectValueTypeEnumEAdditiveAnimationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAdditiveBasePoseType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAdditiveBasePoseType

Inheritance ObjectValueTypeEnumEAdditiveBasePoseType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAdManagerDelegate

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAdManagerDelegate

Inheritance ObjectValueTypeEnumEAdManagerDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAirAbsorptionMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAirAbsorptionMethod

Inheritance ObjectValueTypeEnumEAirAbsorptionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAlphaBlendOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAlphaBlendOption

Inheritance ObjectValueTypeEnumEAlphaBlendOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAlphaChannelMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAlphaChannelMode

Inheritance ObjectValueTypeEnumEAlphaChannelMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAngularConstraintMotion

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAngularConstraintMotion

Inheritance ObjectValueTypeEnumEAngularConstraintMotion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAngularDriveMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAngularDriveMode

Inheritance ObjectValueTypeEnumEAngularDriveMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimAlphaInputType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimAlphaInputType

Inheritance ObjectValueTypeEnumEAnimAlphaInputType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimAssetCurveFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimAssetCurveFlags

Inheritance ObjectValueTypeEnumEAnimAssetCurveFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimationMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimationMode

Inheritance ObjectValueTypeEnumEAnimationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimCurveType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimCurveType

Inheritance ObjectValueTypeEnumEAnimCurveType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimGroupRole

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimGroupRole

Inheritance ObjectValueTypeEnumEAnimGroupRole
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimInterpolationType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimInterpolationType

Inheritance ObjectValueTypeEnumEAnimInterpolationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimLinkMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimLinkMethod

Inheritance ObjectValueTypeEnumEAnimLinkMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAnimNotifyEventType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAnimNotifyEventType

Inheritance ObjectValueTypeEnumEAnimNotifyEventType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAntiAliasingMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAntiAliasingMethod

Inheritance ObjectValueTypeEnumEAntiAliasingMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EApplicationState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EApplicationState

Inheritance ObjectValueTypeEnumEApplicationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAspectRatioAxisConstraint

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAspectRatioAxisConstraint

Inheritance ObjectValueTypeEnumEAspectRatioAxisConstraint
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAttachLocation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAttachLocation

Inheritance ObjectValueTypeEnumEAttachLocation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAttachmentRule

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAttachmentRule

Inheritance ObjectValueTypeEnumEAttachmentRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAttenuationDistanceModel

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAttenuationDistanceModel

Inheritance ObjectValueTypeEnumEAttenuationDistanceModel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAttenuationShape

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAttenuationShape

Inheritance ObjectValueTypeEnumEAttenuationShape
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAttractorParticleSelectionMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAttractorParticleSelectionMethod

Inheritance ObjectValueTypeEnumEAttractorParticleSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAudioComponentPlayState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAudioComponentPlayState

Inheritance ObjectValueTypeEnumEAudioComponentPlayState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAudioFaderCurve

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAudioFaderCurve

Inheritance ObjectValueTypeEnumEAudioFaderCurve
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAudioOutputTarget

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAudioOutputTarget

Inheritance ObjectValueTypeEnumEAudioOutputTarget
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAudioRecordingExportType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAudioRecordingExportType

Inheritance ObjectValueTypeEnumEAudioRecordingExportType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAutoExposureMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAutoExposureMethod

Inheritance ObjectValueTypeEnumEAutoExposureMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAutoExposureMethodUI

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAutoExposureMethodUI

Inheritance ObjectValueTypeEnumEAutoExposureMethodUI
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAutoPossessAI

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAutoPossessAI

Inheritance ObjectValueTypeEnumEAutoPossessAI
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAutoReceiveInput

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAutoReceiveInput

Inheritance ObjectValueTypeEnumEAutoReceiveInput
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EAxisOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EAxisOption

Inheritance ObjectValueTypeEnumEAxisOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBeam2Method

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBeam2Method

Inheritance ObjectValueTypeEnumEBeam2Method
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBeamTaperMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBeamTaperMethod

Inheritance ObjectValueTypeEnumEBeamTaperMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlendableLocation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlendableLocation

Inheritance ObjectValueTypeEnumEBlendableLocation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlendMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlendMode

Inheritance ObjectValueTypeEnumEBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlendSpaceAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlendSpaceAxis

Inheritance ObjectValueTypeEnumEBlendSpaceAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBloomMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBloomMethod

Inheritance ObjectValueTypeEnumEBloomMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlueprintCompileMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlueprintCompileMode

Inheritance ObjectValueTypeEnumEBlueprintCompileMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlueprintNativizationFlag

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlueprintNativizationFlag

Inheritance ObjectValueTypeEnumEBlueprintNativizationFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlueprintPinStyleType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlueprintPinStyleType

Inheritance ObjectValueTypeEnumEBlueprintPinStyleType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlueprintStatus

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlueprintStatus

Inheritance ObjectValueTypeEnumEBlueprintStatus
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBlueprintType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBlueprintType

Inheritance ObjectValueTypeEnumEBlueprintType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBodyCollisionResponse

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBodyCollisionResponse

Inheritance ObjectValueTypeEnumEBodyCollisionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneAxis

Inheritance ObjectValueTypeEnumEBoneAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneControlSpace

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneControlSpace

Inheritance ObjectValueTypeEnumEBoneControlSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneFilterActionOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneFilterActionOption

Inheritance ObjectValueTypeEnumEBoneFilterActionOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneRotationSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneRotationSource

Inheritance ObjectValueTypeEnumEBoneRotationSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneSpaces

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneSpaces

Inheritance ObjectValueTypeEnumEBoneSpaces
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneTranslationRetargetingMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneTranslationRetargetingMode

Inheritance ObjectValueTypeEnumEBoneTranslationRetargetingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBoneVisibilityStatus

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBoneVisibilityStatus

Inheritance ObjectValueTypeEnumEBoneVisibilityStatus
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EBrushType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EBrushType

Inheritance ObjectValueTypeEnumEBrushType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECameraAlphaBlendMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECameraAlphaBlendMode

Inheritance ObjectValueTypeEnumECameraAlphaBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECameraAnimPlaySpace

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECameraAnimPlaySpace

Inheritance ObjectValueTypeEnumECameraAnimPlaySpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECameraProjectionMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECameraProjectionMode

Inheritance ObjectValueTypeEnumECameraProjectionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECameraShakeAttenuation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECameraShakeAttenuation

Inheritance ObjectValueTypeEnumECameraShakeAttenuation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECanBeCharacterBase

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECanBeCharacterBase

Inheritance ObjectValueTypeEnumECanBeCharacterBase
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECanCreateConnectionResponse

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECanCreateConnectionResponse

Inheritance ObjectValueTypeEnumECanCreateConnectionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EChannelMaskParameterColor

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EChannelMaskParameterColor

Inheritance ObjectValueTypeEnumEChannelMaskParameterColor
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EClampMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EClampMode

Inheritance ObjectValueTypeEnumEClampMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EClearSceneOptions

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EClearSceneOptions

Inheritance ObjectValueTypeEnumEClearSceneOptions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EClothMassMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EClothMassMode

Inheritance ObjectValueTypeEnumEClothMassMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECloudStorageDelegate

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECloudStorageDelegate

Inheritance ObjectValueTypeEnumECloudStorageDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECollisionChannel

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECollisionChannel

Inheritance ObjectValueTypeEnumECollisionChannel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECollisionEnabled

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECollisionEnabled

Inheritance ObjectValueTypeEnumECollisionEnabled
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECollisionResponse

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECollisionResponse

Inheritance ObjectValueTypeEnumECollisionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECollisionTraceFlag

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECollisionTraceFlag

Inheritance ObjectValueTypeEnumECollisionTraceFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EComponentCreationMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EComponentCreationMethod

Inheritance ObjectValueTypeEnumEComponentCreationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EComponentMobility

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EComponentMobility

Inheritance ObjectValueTypeEnumEComponentMobility
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EComponentSocketType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EComponentSocketType

Inheritance ObjectValueTypeEnumEComponentSocketType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EComponentType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EComponentType

Inheritance ObjectValueTypeEnumEComponentType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECompositeTextureMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECompositeTextureMode

Inheritance ObjectValueTypeEnumECompositeTextureMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECompositingSampleCount

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECompositingSampleCount

Inheritance ObjectValueTypeEnumECompositingSampleCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EConstraintFrame

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EConstraintFrame

Inheritance ObjectValueTypeEnumEConstraintFrame
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EConstraintTransform

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EConstraintTransform

Inheritance ObjectValueTypeEnumEConstraintTransform
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EControlConstraint

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EControlConstraint

Inheritance ObjectValueTypeEnumEControlConstraint
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EControllerAnalogStick

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EControllerAnalogStick

Inheritance ObjectValueTypeEnumEControllerAnalogStick
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECopyType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECopyType

Inheritance ObjectValueTypeEnumECopyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECsgOper

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECsgOper

Inheritance ObjectValueTypeEnumECsgOper
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECurveBlendOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECurveBlendOption

Inheritance ObjectValueTypeEnumECurveBlendOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECurveTableMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECurveTableMode

Inheritance ObjectValueTypeEnumECurveTableMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECustomDepthStencil

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECustomDepthStencil

Inheritance ObjectValueTypeEnumECustomDepthStencil
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECustomMaterialOutputType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECustomMaterialOutputType

Inheritance ObjectValueTypeEnumECustomMaterialOutputType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECustomTimeStepSynchronizationState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ECustomTimeStepSynchronizationState

Inheritance ObjectValueTypeEnumECustomTimeStepSynchronizationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDecalBlendMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDecalBlendMode

Inheritance ObjectValueTypeEnumEDecalBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDecompressionType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDecompressionType

Inheritance ObjectValueTypeEnumEDecompressionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDefaultBackBufferPixelFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDefaultBackBufferPixelFormat

Inheritance ObjectValueTypeEnumEDefaultBackBufferPixelFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDemoPlayFailure

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDemoPlayFailure

Inheritance ObjectValueTypeEnumEDemoPlayFailure
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDepthOfFieldFunctionValue

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDepthOfFieldFunctionValue

Inheritance ObjectValueTypeEnumEDepthOfFieldFunctionValue
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDepthOfFieldMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDepthOfFieldMethod

Inheritance ObjectValueTypeEnumEDepthOfFieldMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDetachmentRule

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDetachmentRule

Inheritance ObjectValueTypeEnumEDetachmentRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDetailMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDetailMode

Inheritance ObjectValueTypeEnumEDetailMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDistributionVectorLockFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDistributionVectorLockFlags

Inheritance ObjectValueTypeEnumEDistributionVectorLockFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDistributionVectorMirrorFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDistributionVectorMirrorFlags

Inheritance ObjectValueTypeEnumEDistributionVectorMirrorFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDOFMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDOFMode

Inheritance ObjectValueTypeEnumEDOFMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDrawDebugItemType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDrawDebugItemType

Inheritance ObjectValueTypeEnumEDrawDebugItemType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDrawDebugTrace

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDrawDebugTrace

Inheritance ObjectValueTypeEnumEDrawDebugTrace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EDynamicForceFeedbackAction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EDynamicForceFeedbackAction

Inheritance ObjectValueTypeEnumEDynamicForceFeedbackAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEarlyZPass

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEarlyZPass

Inheritance ObjectValueTypeEnumEEarlyZPass
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEasingFunc

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEasingFunc

Inheritance ObjectValueTypeEnumEEasingFunc
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEdGraphPinDirection

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEdGraphPinDirection

Inheritance ObjectValueTypeEnumEEdGraphPinDirection
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEmitterDynamicParameterValue

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEmitterDynamicParameterValue

Inheritance ObjectValueTypeEnumEEmitterDynamicParameterValue
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEmitterNormalsMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEmitterNormalsMode

Inheritance ObjectValueTypeEnumEEmitterNormalsMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEmitterRenderMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEmitterRenderMode

Inheritance ObjectValueTypeEnumEEmitterRenderMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEndPlayReason

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEndPlayReason

Inheritance ObjectValueTypeEnumEEndPlayReason
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEvaluateCurveTableResult

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEvaluateCurveTableResult

Inheritance ObjectValueTypeEnumEEvaluateCurveTableResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEvaluatorDataSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEvaluatorDataSource

Inheritance ObjectValueTypeEnumEEvaluatorDataSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EEvaluatorMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EEvaluatorMode

Inheritance ObjectValueTypeEnumEEvaluatorMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFastArraySerializerDeltaFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFastArraySerializerDeltaFlags

Inheritance ObjectValueTypeEnumEFastArraySerializerDeltaFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFilterInterpolationType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFilterInterpolationType

Inheritance ObjectValueTypeEnumEFilterInterpolationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFontCacheType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFontCacheType

Inheritance ObjectValueTypeEnumEFontCacheType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFontImportCharacterSet

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFontImportCharacterSet

Inheritance ObjectValueTypeEnumEFontImportCharacterSet
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFormatArgumentType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFormatArgumentType

Inheritance ObjectValueTypeEnumEFormatArgumentType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFrictionCombineMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFrictionCombineMode

Inheritance ObjectValueTypeEnumEFrictionCombineMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFullyLoadPackageType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFullyLoadPackageType

Inheritance ObjectValueTypeEnumEFullyLoadPackageType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EFunctionInputType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EFunctionInputType

Inheritance ObjectValueTypeEnumEFunctionInputType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EGBufferFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EGBufferFormat

Inheritance ObjectValueTypeEnumEGBufferFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EGrammaticalGender

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EGrammaticalGender

Inheritance ObjectValueTypeEnumEGrammaticalGender
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EGrammaticalNumber

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EGrammaticalNumber

Inheritance ObjectValueTypeEnumEGrammaticalNumber
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EGraphAxisStyle

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EGraphAxisStyle

Inheritance ObjectValueTypeEnumEGraphAxisStyle
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EGraphDataStyle

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EGraphDataStyle

Inheritance ObjectValueTypeEnumEGraphDataStyle
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EGraphType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EGraphType

Inheritance ObjectValueTypeEnumEGraphType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EHasCustomNavigableGeometry

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EHasCustomNavigableGeometry

Inheritance ObjectValueTypeEnumEHasCustomNavigableGeometry
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EHitProxyPriority

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EHitProxyPriority

Inheritance ObjectValueTypeEnumEHitProxyPriority
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EHorizTextAligment

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EHorizTextAligment

Inheritance ObjectValueTypeEnumEHorizTextAligment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EImportanceLevel

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EImportanceLevel

Inheritance ObjectValueTypeEnumEImportanceLevel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EImportanceWeight

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EImportanceWeight

Inheritance ObjectValueTypeEnumEImportanceWeight
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EIndirectLightingCacheQuality

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EIndirectLightingCacheQuality

Inheritance ObjectValueTypeEnumEIndirectLightingCacheQuality
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInertializationBoneState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInertializationBoneState

Inheritance ObjectValueTypeEnumEInertializationBoneState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInertializationSpace

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInertializationSpace

Inheritance ObjectValueTypeEnumEInertializationSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInertializationState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInertializationState

Inheritance ObjectValueTypeEnumEInertializationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInitialOscillatorOffset

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInitialOscillatorOffset

Inheritance ObjectValueTypeEnumEInitialOscillatorOffset
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInputEvent

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInputEvent

Inheritance ObjectValueTypeEnumEInputEvent
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInterpMoveAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInterpMoveAxis

Inheritance ObjectValueTypeEnumEInterpMoveAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInterpToBehaviourType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInterpToBehaviourType

Inheritance ObjectValueTypeEnumEInterpToBehaviourType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EInterpTrackMoveRotMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EInterpTrackMoveRotMode

Inheritance ObjectValueTypeEnumEInterpTrackMoveRotMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EKinematicBonesUpdateToPhysics

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EKinematicBonesUpdateToPhysics

Inheritance ObjectValueTypeEnumEKinematicBonesUpdateToPhysics
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELandscapeCullingPrecision

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELandscapeCullingPrecision

Inheritance ObjectValueTypeEnumELandscapeCullingPrecision
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELegendPosition

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELegendPosition

Inheritance ObjectValueTypeEnumELegendPosition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELerpInterpolationMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELerpInterpolationMode

Inheritance ObjectValueTypeEnumELerpInterpolationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELightingBuildQuality

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELightingBuildQuality

Inheritance ObjectValueTypeEnumELightingBuildQuality
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELightMapPaddingType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELightMapPaddingType

Inheritance ObjectValueTypeEnumELightMapPaddingType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELightmapType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELightmapType

Inheritance ObjectValueTypeEnumELightmapType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELightUnits

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELightUnits

Inheritance ObjectValueTypeEnumELightUnits
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELinearConstraintMotion

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELinearConstraintMotion

Inheritance ObjectValueTypeEnumELinearConstraintMotion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELocationBoneSocketSelectionMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELocationBoneSocketSelectionMethod

Inheritance ObjectValueTypeEnumELocationBoneSocketSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELocationBoneSocketSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELocationBoneSocketSource

Inheritance ObjectValueTypeEnumELocationBoneSocketSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELocationEmitterSelectionMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELocationEmitterSelectionMethod

Inheritance ObjectValueTypeEnumELocationEmitterSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ELocationSkelVertSurfaceSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ELocationSkelVertSurfaceSource

Inheritance ObjectValueTypeEnumELocationSkelVertSurfaceSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialAttributeBlend

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialAttributeBlend

Inheritance ObjectValueTypeEnumEMaterialAttributeBlend
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialDecalResponse

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialDecalResponse

Inheritance ObjectValueTypeEnumEMaterialDecalResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialDomain

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialDomain

Inheritance ObjectValueTypeEnumEMaterialDomain
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialExposedTextureProperty

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialExposedTextureProperty

Inheritance ObjectValueTypeEnumEMaterialExposedTextureProperty
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialExposedViewProperty

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialExposedViewProperty

Inheritance ObjectValueTypeEnumEMaterialExposedViewProperty
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialFunctionUsage

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialFunctionUsage

Inheritance ObjectValueTypeEnumEMaterialFunctionUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialMergeType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialMergeType

Inheritance ObjectValueTypeEnumEMaterialMergeType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialParameterAssociation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialParameterAssociation

Inheritance ObjectValueTypeEnumEMaterialParameterAssociation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialPositionTransformSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialPositionTransformSource

Inheritance ObjectValueTypeEnumEMaterialPositionTransformSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialProperty

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialProperty

Inheritance ObjectValueTypeEnumEMaterialProperty
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialSamplerType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialSamplerType

Inheritance ObjectValueTypeEnumEMaterialSamplerType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialSceneAttributeInputMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialSceneAttributeInputMode

Inheritance ObjectValueTypeEnumEMaterialSceneAttributeInputMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialShadingModel

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialShadingModel

Inheritance ObjectValueTypeEnumEMaterialShadingModel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialStencilCompare

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialStencilCompare

Inheritance ObjectValueTypeEnumEMaterialStencilCompare
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialTessellationMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialTessellationMode

Inheritance ObjectValueTypeEnumEMaterialTessellationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialUsage

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialUsage

Inheritance ObjectValueTypeEnumEMaterialUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialVectorCoordTransform

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialVectorCoordTransform

Inheritance ObjectValueTypeEnumEMaterialVectorCoordTransform
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaterialVectorCoordTransformSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaterialVectorCoordTransformSource

Inheritance ObjectValueTypeEnumEMaterialVectorCoordTransformSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMatrixColumns

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMatrixColumns

Inheritance ObjectValueTypeEnumEMatrixColumns
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMaxConcurrentResolutionRule

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMaxConcurrentResolutionRule

Inheritance ObjectValueTypeEnumEMaxConcurrentResolutionRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshBufferAccess

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshBufferAccess

Inheritance ObjectValueTypeEnumEMeshBufferAccess
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshCameraFacingOptions

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshCameraFacingOptions

Inheritance ObjectValueTypeEnumEMeshCameraFacingOptions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshCameraFacingUpAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshCameraFacingUpAxis

Inheritance ObjectValueTypeEnumEMeshCameraFacingUpAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshFeatureImportance

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshFeatureImportance

Inheritance ObjectValueTypeEnumEMeshFeatureImportance
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshInstancingReplacementMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshInstancingReplacementMethod

Inheritance ObjectValueTypeEnumEMeshInstancingReplacementMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshLODSelectionType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshLODSelectionType

Inheritance ObjectValueTypeEnumEMeshLODSelectionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshMergeType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshMergeType

Inheritance ObjectValueTypeEnumEMeshMergeType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMeshScreenAlignment

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMeshScreenAlignment

Inheritance ObjectValueTypeEnumEMeshScreenAlignment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMicroTransactionDelegate

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMicroTransactionDelegate

Inheritance ObjectValueTypeEnumEMicroTransactionDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMicroTransactionResult

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMicroTransactionResult

Inheritance ObjectValueTypeEnumEMicroTransactionResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMobileMSAASampleCount

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMobileMSAASampleCount

Inheritance ObjectValueTypeEnumEMobileMSAASampleCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EModuleType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EModuleType

Inheritance ObjectValueTypeEnumEModuleType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMonoChannelUpmixMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMonoChannelUpmixMethod

Inheritance ObjectValueTypeEnumEMonoChannelUpmixMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMontageNotifyTickType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMontageNotifyTickType

Inheritance ObjectValueTypeEnumEMontageNotifyTickType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMontagePlayReturnType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMontagePlayReturnType

Inheritance ObjectValueTypeEnumEMontagePlayReturnType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMontageSubStepResult

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMontageSubStepResult

Inheritance ObjectValueTypeEnumEMontageSubStepResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMouseCaptureMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMouseCaptureMode

Inheritance ObjectValueTypeEnumEMouseCaptureMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMouseLockMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMouseLockMode

Inheritance ObjectValueTypeEnumEMouseLockMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMoveComponentAction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMoveComponentAction

Inheritance ObjectValueTypeEnumEMoveComponentAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EMovementMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EMovementMode

Inheritance ObjectValueTypeEnumEMovementMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENaturalSoundFalloffMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENaturalSoundFalloffMode

Inheritance ObjectValueTypeEnumENaturalSoundFalloffMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENavDataGatheringMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENavDataGatheringMode

Inheritance ObjectValueTypeEnumENavDataGatheringMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENavDataGatheringModeConfig

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENavDataGatheringModeConfig

Inheritance ObjectValueTypeEnumENavDataGatheringModeConfig
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENavigationOptionFlag

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENavigationOptionFlag

Inheritance ObjectValueTypeEnumENavigationOptionFlag
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENavigationQueryResult

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENavigationQueryResult

Inheritance ObjectValueTypeEnumENavigationQueryResult
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENavLinkDirection

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENavLinkDirection

Inheritance ObjectValueTypeEnumENavLinkDirection
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENavPathEvent

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENavPathEvent

Inheritance ObjectValueTypeEnumENavPathEvent
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENetDormancy

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENetDormancy

Inheritance ObjectValueTypeEnumENetDormancy
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENetRole

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENetRole

Inheritance ObjectValueTypeEnumENetRole
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENetworkFailure

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENetworkFailure

Inheritance ObjectValueTypeEnumENetworkFailure
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENetworkLagState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENetworkLagState

Inheritance ObjectValueTypeEnumENetworkLagState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENetworkSmoothingMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENetworkSmoothingMode

Inheritance ObjectValueTypeEnumENetworkSmoothingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENodeAdvancedPins

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENodeAdvancedPins

Inheritance ObjectValueTypeEnumENodeAdvancedPins
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENodeEnabledState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENodeEnabledState

Inheritance ObjectValueTypeEnumENodeEnabledState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENodeTitleType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENodeTitleType

Inheritance ObjectValueTypeEnumENodeTitleType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENoiseFunction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENoiseFunction

Inheritance ObjectValueTypeEnumENoiseFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENormalMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENormalMode

Inheritance ObjectValueTypeEnumENormalMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENotifyFilterType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENotifyFilterType

Inheritance ObjectValueTypeEnumENotifyFilterType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ENotifyTriggerMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ENotifyTriggerMode

Inheritance ObjectValueTypeEnumENotifyTriggerMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EObjectTypeQuery

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EObjectTypeQuery

Inheritance ObjectValueTypeEnumEObjectTypeQuery
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EOcclusionCombineMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EOcclusionCombineMode

Inheritance ObjectValueTypeEnumEOcclusionCombineMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EOpacitySourceMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EOpacitySourceMode

Inheritance ObjectValueTypeEnumEOpacitySourceMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EOptimizationType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EOptimizationType

Inheritance ObjectValueTypeEnumEOptimizationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EOrbitChainMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EOrbitChainMode

Inheritance ObjectValueTypeEnumEOrbitChainMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EOscillatorWaveform

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EOscillatorWaveform

Inheritance ObjectValueTypeEnumEOscillatorWaveform
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EOverlapFilterOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EOverlapFilterOption

Inheritance ObjectValueTypeEnumEOverlapFilterOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPanningMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPanningMethod

Inheritance ObjectValueTypeEnumEPanningMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleAxisLock

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleAxisLock

Inheritance ObjectValueTypeEnumEParticleAxisLock
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleBurstMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleBurstMethod

Inheritance ObjectValueTypeEnumEParticleBurstMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleCameraOffsetUpdateMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleCameraOffsetUpdateMethod

Inheritance ObjectValueTypeEnumEParticleCameraOffsetUpdateMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleCollisionComplete

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleCollisionComplete

Inheritance ObjectValueTypeEnumEParticleCollisionComplete
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleCollisionMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleCollisionMode

Inheritance ObjectValueTypeEnumEParticleCollisionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleCollisionResponse

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleCollisionResponse

Inheritance ObjectValueTypeEnumEParticleCollisionResponse
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleDetailMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleDetailMode

Inheritance ObjectValueTypeEnumEParticleDetailMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleEventType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleEventType

Inheritance ObjectValueTypeEnumEParticleEventType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleScreenAlignment

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleScreenAlignment

Inheritance ObjectValueTypeEnumEParticleScreenAlignment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSignificanceLevel

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSignificanceLevel

Inheritance ObjectValueTypeEnumEParticleSignificanceLevel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSortMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSortMode

Inheritance ObjectValueTypeEnumEParticleSortMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSourceSelectionMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSourceSelectionMethod

Inheritance ObjectValueTypeEnumEParticleSourceSelectionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSubUVInterpMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSubUVInterpMethod

Inheritance ObjectValueTypeEnumEParticleSubUVInterpMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSysParamType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSysParamType

Inheritance ObjectValueTypeEnumEParticleSysParamType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSystemInsignificanceReaction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSystemInsignificanceReaction

Inheritance ObjectValueTypeEnumEParticleSystemInsignificanceReaction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSystemOcclusionBoundsMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSystemOcclusionBoundsMethod

Inheritance ObjectValueTypeEnumEParticleSystemOcclusionBoundsMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleSystemUpdateMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleSystemUpdateMode

Inheritance ObjectValueTypeEnumEParticleSystemUpdateMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EParticleUVFlipMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EParticleUVFlipMode

Inheritance ObjectValueTypeEnumEParticleUVFlipMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPhysBodyOp

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPhysBodyOp

Inheritance ObjectValueTypeEnumEPhysBodyOp
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPhysicalMaterialMaskColor

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPhysicalMaterialMaskColor

Inheritance ObjectValueTypeEnumEPhysicalMaterialMaskColor
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPhysicalSurface

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPhysicalSurface

Inheritance ObjectValueTypeEnumEPhysicalSurface
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPhysicsTransformUpdateMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPhysicsTransformUpdateMode

Inheritance ObjectValueTypeEnumEPhysicsTransformUpdateMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPhysicsType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPhysicsType

Inheritance ObjectValueTypeEnumEPhysicsType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPinContainerType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPinContainerType

Inheritance ObjectValueTypeEnumEPinContainerType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPinHidingMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPinHidingMode

Inheritance ObjectValueTypeEnumEPinHidingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPlaneConstraintAxisSetting

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPlaneConstraintAxisSetting

Inheritance ObjectValueTypeEnumEPlaneConstraintAxisSetting
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPlatformInterfaceDataType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPlatformInterfaceDataType

Inheritance ObjectValueTypeEnumEPlatformInterfaceDataType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPostCopyOperation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPostCopyOperation

Inheritance ObjectValueTypeEnumEPostCopyOperation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPreviewAnimationBlueprintApplicationMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPreviewAnimationBlueprintApplicationMethod

Inheritance ObjectValueTypeEnumEPreviewAnimationBlueprintApplicationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPrimaryAssetCookRule

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPrimaryAssetCookRule

Inheritance ObjectValueTypeEnumEPrimaryAssetCookRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPriorityAttenuationMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPriorityAttenuationMethod

Inheritance ObjectValueTypeEnumEPriorityAttenuationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EProxyNormalComputationMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EProxyNormalComputationMethod

Inheritance ObjectValueTypeEnumEProxyNormalComputationMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPSCPoolMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EPSCPoolMethod

Inheritance ObjectValueTypeEnumEPSCPoolMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EQuitPreference

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EQuitPreference

Inheritance ObjectValueTypeEnumEQuitPreference
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERadialImpulseFalloff

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERadialImpulseFalloff

Inheritance ObjectValueTypeEnumERadialImpulseFalloff
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERawCurveTrackTypes

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERawCurveTrackTypes

Inheritance ObjectValueTypeEnumERawCurveTrackTypes
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERayTracingGlobalIlluminationType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERayTracingGlobalIlluminationType

Inheritance ObjectValueTypeEnumERayTracingGlobalIlluminationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EReflectedAndRefractedRayTracedShadows

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EReflectedAndRefractedRayTracedShadows

Inheritance ObjectValueTypeEnumEReflectedAndRefractedRayTracedShadows
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EReflectionSourceType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EReflectionSourceType

Inheritance ObjectValueTypeEnumEReflectionSourceType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EReflectionsType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EReflectionsType

Inheritance ObjectValueTypeEnumEReflectionsType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERefractionMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERefractionMode

Inheritance ObjectValueTypeEnumERefractionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERelativeTransformSpace

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERelativeTransformSpace

Inheritance ObjectValueTypeEnumERelativeTransformSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERendererStencilMask

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERendererStencilMask

Inheritance ObjectValueTypeEnumERendererStencilMask
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERenderFocusRule

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERenderFocusRule

Inheritance ObjectValueTypeEnumERenderFocusRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EReporterLineStyle

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EReporterLineStyle

Inheritance ObjectValueTypeEnumEReporterLineStyle
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EReverbSendMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EReverbSendMethod

Inheritance ObjectValueTypeEnumEReverbSendMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERichCurveCompressionFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERichCurveCompressionFormat

Inheritance ObjectValueTypeEnumERichCurveCompressionFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERichCurveExtrapolation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERichCurveExtrapolation

Inheritance ObjectValueTypeEnumERichCurveExtrapolation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERichCurveInterpMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERichCurveInterpMode

Inheritance ObjectValueTypeEnumERichCurveInterpMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERichCurveKeyTimeCompressionFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERichCurveKeyTimeCompressionFormat

Inheritance ObjectValueTypeEnumERichCurveKeyTimeCompressionFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERichCurveTangentMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERichCurveTangentMode

Inheritance ObjectValueTypeEnumERichCurveTangentMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERichCurveTangentWeightMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERichCurveTangentWeightMode

Inheritance ObjectValueTypeEnumERichCurveTangentWeightMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERootMotionAccumulateMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERootMotionAccumulateMode

Inheritance ObjectValueTypeEnumERootMotionAccumulateMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERootMotionFinishVelocityMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERootMotionFinishVelocityMode

Inheritance ObjectValueTypeEnumERootMotionFinishVelocityMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERootMotionMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERootMotionMode

Inheritance ObjectValueTypeEnumERootMotionMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERootMotionRootLock

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERootMotionRootLock

Inheritance ObjectValueTypeEnumERootMotionRootLock
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERootMotionSourceSettingsFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERootMotionSourceSettingsFlags

Inheritance ObjectValueTypeEnumERootMotionSourceSettingsFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERootMotionSourceStatusFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERootMotionSourceStatusFlags

Inheritance ObjectValueTypeEnumERootMotionSourceStatusFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERotatorQuantization

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERotatorQuantization

Inheritance ObjectValueTypeEnumERotatorQuantization
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERoundingMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERoundingMode

Inheritance ObjectValueTypeEnumERoundingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERuntimeVirtualTextureMainPassType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERuntimeVirtualTextureMainPassType

Inheritance ObjectValueTypeEnumERuntimeVirtualTextureMainPassType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERuntimeVirtualTextureMaterialType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERuntimeVirtualTextureMaterialType

Inheritance ObjectValueTypeEnumERuntimeVirtualTextureMaterialType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ERuntimeVirtualTextureMipValueMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ERuntimeVirtualTextureMipValueMode

Inheritance ObjectValueTypeEnumERuntimeVirtualTextureMipValueMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESamplerSourceMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESamplerSourceMode

Inheritance ObjectValueTypeEnumESamplerSourceMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESceneCaptureCompositeMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESceneCaptureCompositeMode

Inheritance ObjectValueTypeEnumESceneCaptureCompositeMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESceneCapturePrimitiveRenderMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESceneCapturePrimitiveRenderMode

Inheritance ObjectValueTypeEnumESceneCapturePrimitiveRenderMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESceneCaptureSource

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESceneCaptureSource

Inheritance ObjectValueTypeEnumESceneCaptureSource
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESceneDepthPriorityGroup

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESceneDepthPriorityGroup

Inheritance ObjectValueTypeEnumESceneDepthPriorityGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESceneTextureId

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESceneTextureId

Inheritance ObjectValueTypeEnumESceneTextureId
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EScreenOrientation

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EScreenOrientation

Inheritance ObjectValueTypeEnumEScreenOrientation
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESendLevelControlMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESendLevelControlMethod

Inheritance ObjectValueTypeEnumESendLevelControlMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESettingsDOF

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESettingsDOF

Inheritance ObjectValueTypeEnumESettingsDOF
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESettingsLockedAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESettingsLockedAxis

Inheritance ObjectValueTypeEnumESettingsLockedAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EShadowMapFlags

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EShadowMapFlags

Inheritance ObjectValueTypeEnumEShadowMapFlags
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESkeletalMeshGeoImportVersions

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESkeletalMeshGeoImportVersions

Inheritance ObjectValueTypeEnumESkeletalMeshGeoImportVersions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESkeletalMeshSkinningImportVersions

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESkeletalMeshSkinningImportVersions

Inheritance ObjectValueTypeEnumESkeletalMeshSkinningImportVersions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESkinCacheDefaultBehavior

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESkinCacheDefaultBehavior

Inheritance ObjectValueTypeEnumESkinCacheDefaultBehavior
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESkinCacheUsage

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESkinCacheUsage

Inheritance ObjectValueTypeEnumESkinCacheUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESkyAtmosphereTransformMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESkyAtmosphereTransformMode

Inheritance ObjectValueTypeEnumESkyAtmosphereTransformMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESkyLightSourceType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESkyLightSourceType

Inheritance ObjectValueTypeEnumESkyLightSourceType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESlateGesture

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESlateGesture

Inheritance ObjectValueTypeEnumESlateGesture
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESleepFamily

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESleepFamily

Inheritance ObjectValueTypeEnumESleepFamily
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESoundDistanceCalc

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESoundDistanceCalc

Inheritance ObjectValueTypeEnumESoundDistanceCalc
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESoundGroup

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESoundGroup

Inheritance ObjectValueTypeEnumESoundGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESoundSpatializationAlgorithm

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESoundSpatializationAlgorithm

Inheritance ObjectValueTypeEnumESoundSpatializationAlgorithm
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESoundWaveFFTSize

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESoundWaveFFTSize

Inheritance ObjectValueTypeEnumESoundWaveFFTSize
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESoundWaveLoadingBehavior

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESoundWaveLoadingBehavior

Inheritance ObjectValueTypeEnumESoundWaveLoadingBehavior
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESourceBusChannels

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESourceBusChannels

Inheritance ObjectValueTypeEnumESourceBusChannels
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESourceBusSendLevelControlMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESourceBusSendLevelControlMethod

Inheritance ObjectValueTypeEnumESourceBusSendLevelControlMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESpawnActorCollisionHandlingMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESpawnActorCollisionHandlingMethod

Inheritance ObjectValueTypeEnumESpawnActorCollisionHandlingMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESpeedTreeGeometryType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESpeedTreeGeometryType

Inheritance ObjectValueTypeEnumESpeedTreeGeometryType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESpeedTreeLODType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESpeedTreeLODType

Inheritance ObjectValueTypeEnumESpeedTreeLODType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESpeedTreeWindType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESpeedTreeWindType

Inheritance ObjectValueTypeEnumESpeedTreeWindType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESplineCoordinateSpace

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESplineCoordinateSpace

Inheritance ObjectValueTypeEnumESplineCoordinateSpace
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESplineMeshAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESplineMeshAxis

Inheritance ObjectValueTypeEnumESplineMeshAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESplinePointType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESplinePointType

Inheritance ObjectValueTypeEnumESplinePointType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EStandbyType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EStandbyType

Inheritance ObjectValueTypeEnumEStandbyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EStaticMeshReductionTerimationCriterion

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EStaticMeshReductionTerimationCriterion

Inheritance ObjectValueTypeEnumEStaticMeshReductionTerimationCriterion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EStereoLayerShape

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EStereoLayerShape

Inheritance ObjectValueTypeEnumEStereoLayerShape
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EStereoLayerType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EStereoLayerType

Inheritance ObjectValueTypeEnumEStereoLayerType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EStreamingVolumeUsage

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EStreamingVolumeUsage

Inheritance ObjectValueTypeEnumEStreamingVolumeUsage
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESubmixSendMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESubmixSendMethod

Inheritance ObjectValueTypeEnumESubmixSendMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESubUVBoundingVertexCount

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESubUVBoundingVertexCount

Inheritance ObjectValueTypeEnumESubUVBoundingVertexCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESuggestProjVelocityTraceOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ESuggestProjVelocityTraceOption

Inheritance ObjectValueTypeEnumESuggestProjVelocityTraceOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETeleportType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETeleportType

Inheritance ObjectValueTypeEnumETeleportType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETemperatureSeverityType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETemperatureSeverityType

Inheritance ObjectValueTypeEnumETemperatureSeverityType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextGender

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextGender

Inheritance ObjectValueTypeEnumETextGender
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureColorChannel

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureColorChannel

Inheritance ObjectValueTypeEnumETextureColorChannel
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureCompressionQuality

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureCompressionQuality

Inheritance ObjectValueTypeEnumETextureCompressionQuality
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureLossyCompressionAmount

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureLossyCompressionAmount

Inheritance ObjectValueTypeEnumETextureLossyCompressionAmount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureMipCount

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureMipCount

Inheritance ObjectValueTypeEnumETextureMipCount
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureMipLoadOptions

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureMipLoadOptions

Inheritance ObjectValueTypeEnumETextureMipLoadOptions
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureMipValueMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureMipValueMode

Inheritance ObjectValueTypeEnumETextureMipValueMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETexturePowerOfTwoSetting

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETexturePowerOfTwoSetting

Inheritance ObjectValueTypeEnumETexturePowerOfTwoSetting
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureRenderTargetFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureRenderTargetFormat

Inheritance ObjectValueTypeEnumETextureRenderTargetFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureSamplerFilter

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureSamplerFilter

Inheritance ObjectValueTypeEnumETextureSamplerFilter
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureSizingType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureSizingType

Inheritance ObjectValueTypeEnumETextureSizingType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureSourceArtType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureSourceArtType

Inheritance ObjectValueTypeEnumETextureSourceArtType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETextureSourceFormat

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETextureSourceFormat

Inheritance ObjectValueTypeEnumETextureSourceFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETickingGroup

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETickingGroup

Inheritance ObjectValueTypeEnumETickingGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETimecodeProviderSynchronizationState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETimecodeProviderSynchronizationState

Inheritance ObjectValueTypeEnumETimecodeProviderSynchronizationState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETimelineDirection

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETimelineDirection

Inheritance ObjectValueTypeEnumETimelineDirection
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETimelineLengthMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETimelineLengthMode

Inheritance ObjectValueTypeEnumETimelineLengthMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETimelineSigType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETimelineSigType

Inheritance ObjectValueTypeEnumETimelineSigType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETimeStretchCurveMapping

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETimeStretchCurveMapping

Inheritance ObjectValueTypeEnumETimeStretchCurveMapping
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETraceTypeQuery

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETraceTypeQuery

Inheritance ObjectValueTypeEnumETraceTypeQuery
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETrackActiveCondition

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETrackActiveCondition

Inheritance ObjectValueTypeEnumETrackActiveCondition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETrackToggleAction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETrackToggleAction

Inheritance ObjectValueTypeEnumETrackToggleAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETrail2SourceMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETrail2SourceMethod

Inheritance ObjectValueTypeEnumETrail2SourceMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETrailsRenderAxisOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETrailsRenderAxisOption

Inheritance ObjectValueTypeEnumETrailsRenderAxisOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETrailWidthMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETrailWidthMode

Inheritance ObjectValueTypeEnumETrailWidthMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETransitionBlendMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETransitionBlendMode

Inheritance ObjectValueTypeEnumETransitionBlendMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETransitionLogicType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETransitionLogicType

Inheritance ObjectValueTypeEnumETransitionLogicType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETransitionType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETransitionType

Inheritance ObjectValueTypeEnumETransitionType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETranslucencyLightingMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETranslucencyLightingMode

Inheritance ObjectValueTypeEnumETranslucencyLightingMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETranslucencyType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETranslucencyType

Inheritance ObjectValueTypeEnumETranslucencyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETranslucentSortPolicy

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETranslucentSortPolicy

Inheritance ObjectValueTypeEnumETranslucentSortPolicy
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETravelFailure

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETravelFailure

Inheritance ObjectValueTypeEnumETravelFailure
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETravelType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETravelType

Inheritance ObjectValueTypeEnumETravelType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETwitterIntegrationDelegate

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETwitterIntegrationDelegate

Inheritance ObjectValueTypeEnumETwitterIntegrationDelegate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETwitterRequestMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETwitterRequestMethod

Inheritance ObjectValueTypeEnumETwitterRequestMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ETypeAdvanceAnim

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ETypeAdvanceAnim

Inheritance ObjectValueTypeEnumETypeAdvanceAnim
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EUIScalingRule

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EUIScalingRule

Inheritance ObjectValueTypeEnumEUIScalingRule
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EUpdateRateShiftBucket

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EUpdateRateShiftBucket

Inheritance ObjectValueTypeEnumEUpdateRateShiftBucket
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EUserDefinedStructureStatus

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EUserDefinedStructureStatus

Inheritance ObjectValueTypeEnumEUserDefinedStructureStatus
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EUVOutput

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EUVOutput

Inheritance ObjectValueTypeEnumEUVOutput
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVectorFieldConstructionOp

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVectorFieldConstructionOp

Inheritance ObjectValueTypeEnumEVectorFieldConstructionOp
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVectorNoiseFunction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVectorNoiseFunction

Inheritance ObjectValueTypeEnumEVectorNoiseFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVectorQuantization

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVectorQuantization

Inheritance ObjectValueTypeEnumEVectorQuantization
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVertexPaintAxis

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVertexPaintAxis

Inheritance ObjectValueTypeEnumEVertexPaintAxis
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVerticalTextAligment

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVerticalTextAligment

Inheritance ObjectValueTypeEnumEVerticalTextAligment
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EViewModeIndex

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EViewModeIndex

Inheritance ObjectValueTypeEnumEViewModeIndex
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EViewTargetBlendFunction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EViewTargetBlendFunction

Inheritance ObjectValueTypeEnumEViewTargetBlendFunction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVirtualizationMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVirtualizationMode

Inheritance ObjectValueTypeEnumEVirtualizationMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVisibilityAggressiveness

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVisibilityAggressiveness

Inheritance ObjectValueTypeEnumEVisibilityAggressiveness
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVisibilityBasedAnimTickOption

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVisibilityBasedAnimTickOption

Inheritance ObjectValueTypeEnumEVisibilityBasedAnimTickOption
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVisibilityTrackAction

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVisibilityTrackAction

Inheritance ObjectValueTypeEnumEVisibilityTrackAction
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVisibilityTrackCondition

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVisibilityTrackCondition

Inheritance ObjectValueTypeEnumEVisibilityTrackCondition
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVoiceSampleRate

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVoiceSampleRate

Inheritance ObjectValueTypeEnumEVoiceSampleRate
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EVolumeLightingMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EVolumeLightingMethod

Inheritance ObjectValueTypeEnumEVolumeLightingMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EWalkableSlopeBehavior

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EWalkableSlopeBehavior

Inheritance ObjectValueTypeEnumEWalkableSlopeBehavior
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EWindowMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EWindowMode

Inheritance ObjectValueTypeEnumEWindowMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EWindowTitleBarMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EWindowTitleBarMode

Inheritance ObjectValueTypeEnumEWindowTitleBarMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EWindSourceType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EWindSourceType

Inheritance ObjectValueTypeEnumEWindSourceType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EWorldPositionIncludedOffsets

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum EWorldPositionIncludedOffsets

Inheritance ObjectValueTypeEnumEWorldPositionIncludedOffsets
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

FNavigationSystemRunMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum FNavigationSystemRunMode

Inheritance ObjectValueTypeEnumFNavigationSystemRunMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ModulationParamMode

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ModulationParamMode

Inheritance ObjectValueTypeEnumModulationParamMode
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ParticleReplayState

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ParticleReplayState

Inheritance ObjectValueTypeEnumParticleReplayState
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ParticleSystemLODMethod

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ParticleSystemLODMethod

Inheritance ObjectValueTypeEnumParticleSystemLODMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ReverbPreset

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum ReverbPreset

Inheritance ObjectValueTypeEnumReverbPreset
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

SkeletalMeshOptimizationImportance

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum SkeletalMeshOptimizationImportance

Inheritance ObjectValueTypeEnumSkeletalMeshOptimizationImportance
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

SkeletalMeshOptimizationType

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum SkeletalMeshOptimizationType

Inheritance ObjectValueTypeEnumSkeletalMeshOptimizationType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

SkeletalMeshTerminationCriterion

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum SkeletalMeshTerminationCriterion

Inheritance ObjectValueTypeEnumSkeletalMeshTerminationCriterion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

TextureAddress

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum TextureAddress

Inheritance ObjectValueTypeEnumTextureAddress
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

TextureCompressionSettings

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum TextureCompressionSettings

Inheritance ObjectValueTypeEnumTextureCompressionSettings
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

TextureFilter

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum TextureFilter

Inheritance ObjectValueTypeEnumTextureFilter
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

TextureGroup

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum TextureGroup

Inheritance ObjectValueTypeEnumTextureGroup
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

TextureMipGenSettings

Namespace: UAssetAPI.UnrealTypes.EngineEnums

public enum TextureMipGenSettings

Inheritance ObjectValueTypeEnumTextureMipGenSettings
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECompressionMethod

Namespace: UAssetAPI.Unversioned

public enum ECompressionMethod

Inheritance ObjectValueTypeEnumECompressionMethod
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ECustomVersionSerializationFormat

Namespace: UAssetAPI.Unversioned

public enum ECustomVersionSerializationFormat

Inheritance ObjectValueTypeEnumECustomVersionSerializationFormat
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

EPropertyType

Namespace: UAssetAPI.Unversioned

public enum EPropertyType

Inheritance ObjectValueTypeEnumEPropertyType
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

ESaveGameFileVersion

Namespace: UAssetAPI.Unversioned

public enum ESaveGameFileVersion

Inheritance ObjectValueTypeEnumESaveGameFileVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

FFragment

Namespace: UAssetAPI.Unversioned

Unversioned header fragment.

public class FFragment

Inheritance ObjectFFragment

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

Int32

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

String

Pack()

public ushort Pack()

Returns

UInt16

Unpack(UInt16)

public static FFragment Unpack(ushort Int)

Parameters

Int UInt16

Returns

FFragment

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

FFragment

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 ObjectFUnversionedHeader

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

Byte[]

CheckIfZeroMaskIsAllOnes()

public bool CheckIfZeroMaskIsAllOnes()

Returns

Boolean

Write(AssetBinaryWriter)

public void Write(AssetBinaryWriter writer)

Parameters

writer AssetBinaryWriter

HasValues()

public bool HasValues()

Returns

Boolean

HasNonZeroValues()

public bool HasNonZeroValues()

Returns

Boolean

Oodle

Namespace: UAssetAPI.Unversioned

public class Oodle

Inheritance ObjectOodle

Fields

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

Byte[]

SaveGame

Namespace: UAssetAPI.Unversioned

Represents an Unreal save game file. Parsing is only implemented for engine and custom version data.

public class SaveGame

Inheritance ObjectSaveGame

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

Inheritance ObjectUsmap

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;

CityHash64Map

Pre-computed CityHash64 map for all relevant strings

public IDictionary<ulong, string> CityHash64Map;

FailedExtensions

List of extensions that failed to parse.

public List<string> FailedExtensions;

PathsAlreadyProcessedForSchemas

public ISet<string> 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

Boolean

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

UsmapSchema

GetSchemaFromStructExport(StructExport, Boolean)

public static UsmapSchema GetSchemaFromStructExport(StructExport exp, bool isCaseInsensitive)

Parameters

exp StructExport

isCaseInsensitive Boolean

Returns

UsmapSchema

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

UsmapSchema

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

UsmapBinaryReader

Read(UsmapBinaryReader)

public void Read(UsmapBinaryReader compressedReader)

Parameters

compressedReader UsmapBinaryReader

UsmapArrayData

Namespace: UAssetAPI.Unversioned

public class UsmapArrayData : UsmapPropertyData

Inheritance ObjectUsmapPropertyDataUsmapArrayData

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

String

UsmapEnum

Namespace: UAssetAPI.Unversioned

public class UsmapEnum

Inheritance ObjectUsmapEnum

Fields

Name

public string Name;

ModulePath

public string ModulePath;

EnumFlags

public int EnumFlags;

Values

public Dictionary<long, string> Values;

Constructors

UsmapEnum(String, Dictionary<Int64, String>)

public UsmapEnum(string name, Dictionary<long, string> values)

Parameters

name String

values Dictionary<Int64, String>

UsmapEnum()

public UsmapEnum()

UsmapEnumData

Namespace: UAssetAPI.Unversioned

public class UsmapEnumData : UsmapPropertyData

Inheritance ObjectUsmapPropertyDataUsmapEnumData

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

String

UsmapExtensionLayoutVersion

Namespace: UAssetAPI.Unversioned

public enum UsmapExtensionLayoutVersion

Inheritance ObjectValueTypeEnumUsmapExtensionLayoutVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
Initial0Initial format.

UsmapMapData

Namespace: UAssetAPI.Unversioned

public class UsmapMapData : UsmapPropertyData

Inheritance ObjectUsmapPropertyDataUsmapMapData

Fields

InnerType

public UsmapPropertyData InnerType;

ValueType

public UsmapPropertyData ValueType;

Type

public EPropertyType Type;

Constructors

UsmapMapData()

public UsmapMapData()

Methods

ToString()

public string ToString()

Returns

String

UsmapProperty

Namespace: UAssetAPI.Unversioned

public class UsmapProperty : System.ICloneable

Inheritance ObjectUsmapProperty
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

Object

ToString()

public string ToString()

Returns

String

UsmapPropertyData

Namespace: UAssetAPI.Unversioned

public class UsmapPropertyData

Inheritance ObjectUsmapPropertyData

Fields

Type

public EPropertyType Type;

Constructors

UsmapPropertyData(EPropertyType)

public UsmapPropertyData(EPropertyType type)

Parameters

type EPropertyType

UsmapPropertyData()

public UsmapPropertyData()

Methods

ToString()

public string ToString()

Returns

String

UsmapSchema

Namespace: UAssetAPI.Unversioned

public class UsmapSchema

Inheritance ObjectUsmapSchema

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, Dictionary<Int32, UsmapProperty>, Boolean, Boolean)

public UsmapSchema(string name, string superType, ushort propCount, Dictionary<int, UsmapProperty> props, bool isCaseInsensitive, bool fromAsset)

Parameters

name String

superType String

propCount UInt16

props Dictionary<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

UsmapProperty

ConstructPropertiesMap(Boolean)

public void ConstructPropertiesMap(bool isCaseInsensitive)

Parameters

isCaseInsensitive Boolean

UsmapStructData

Namespace: UAssetAPI.Unversioned

public class UsmapStructData : UsmapPropertyData

Inheritance ObjectUsmapPropertyDataUsmapStructData

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

String

UsmapStructKind

Namespace: UAssetAPI.Unversioned

public enum UsmapStructKind

Inheritance ObjectValueTypeEnumUsmapStructKind
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription

UsmapVersion

Namespace: UAssetAPI.Unversioned

public enum UsmapVersion

Inheritance ObjectValueTypeEnumUsmapVersion
Implements IComparable, ISpanFormattable, IFormattable, IConvertible

Fields

NameValueDescription
Initial0Initial format.
PackageVersioning1Adds optional asset package versioning
LongFName216-bit wide names in name map
LargeEnums316-bit enum entry count