internal FObjectImport(BinaryReader reader, FNameEntrySerialized[] name_map, FObjectImport[] import_map) { class_package = read_fname(reader, name_map); class_name = read_fname(reader, name_map); outer_index = new FPackageIndex(reader, import_map); object_name = read_fname(reader, name_map); }
internal FSkeletalMaterial(BinaryReader reader, FNameEntrySerialized[] name_map, FObjectImport[] import_map) { Material = new FPackageIndex(reader, import_map); MaterialSlotName = read_fname(reader, name_map); bool bSerializeImportedMaterialSlotName = reader.ReadUInt32() != 0; if (bSerializeImportedMaterialSlotName) { var ImportedMaterialSlotName = read_fname(reader, name_map); } UVChannelData = new FMeshUVChannelInfo(reader); }
internal FObjectExport(BinaryReader reader, FNameEntrySerialized[] name_map, FObjectImport[] import_map) { class_index = new FPackageIndex(reader, import_map); super_index = new FPackageIndex(reader, import_map); template_index = new FPackageIndex(reader, import_map); outer_index = new FPackageIndex(reader, import_map); object_name = read_fname(reader, name_map); save = reader.ReadUInt32(); serial_size = reader.ReadInt64(); serial_offset = reader.ReadInt64(); forced_export = reader.ReadInt32() != 0; not_for_client = reader.ReadInt32() != 0; not_for_server = reader.ReadInt32() != 0; package_guid = new FGuid(reader); package_flags = reader.ReadUInt32(); not_always_loaded_for_editor_game = reader.ReadInt32() != 0; is_asset = reader.ReadInt32() != 0; first_export_dependency = reader.ReadInt32(); serialization_before_serialization_dependencies = reader.ReadInt32() != 0; create_before_serialization_dependencies = reader.ReadInt32() != 0; serialization_before_create_dependencies = reader.ReadInt32() != 0; create_before_create_dependencies = reader.ReadInt32() != 0; }