// Pre-UE4.23 code public void SerializeBuffersLegacy(FAssetArchive Ar, FStripDataFlags stripDataFlags) { PositionVertexBuffer = new FPositionVertexBuffer(Ar); VertexBuffer = new FStaticMeshVertexBuffer(Ar); if (Ar.Game == EGame.GAME_BORDERLANDS3) { var numColorStreams = Ar.Read <int>(); ColorVertexBuffer = new FColorVertexBuffer(Ar); for (var i = 0; i < numColorStreams - 1; i++) { var _ = new FColorVertexBuffer(Ar); } } else { ColorVertexBuffer = new FColorVertexBuffer(Ar); } IndexBuffer = new FRawStaticIndexBuffer(Ar); if (Ar.Ver >= UE4Version.VER_UE4_SOUND_CONCURRENCY_PACKAGE && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_ReversedIndexBuffer)) { ReversedIndexBuffer = new FRawStaticIndexBuffer(Ar); DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar); ReversedDepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar); } else { // UE4.8 or older, or when has CDSF_ReversedIndexBuffer DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar); } if (Ar.Ver is >= UE4Version.VER_UE4_FTEXT_HISTORY and < UE4Version.VER_UE4_RENAME_CROUCHMOVESCHARACTERDOWN) { new FDistanceFieldVolumeData(Ar); // distanceFieldData } if (!stripDataFlags.IsEditorDataStripped()) { WireframeIndexBuffer = new FRawStaticIndexBuffer(Ar); } if (!stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData)) { AdjacencyIndexBuffer = new FRawStaticIndexBuffer(Ar); } if (Ar.Game >= EGame.GAME_UE4_16) { for (var i = 0; i < Sections.Length; i++) { new FWeightedRandomSampler(Ar); } new FWeightedRandomSampler(Ar); } }
private void SerializeInlineDataRepresentations(FAssetArchive Ar) { // Defined class flags for possible stripping const byte CardRepresentationDataStripFlag = 2; var stripFlags = new FStripDataFlags(Ar); if (!stripFlags.IsDataStrippedForServer() && !stripFlags.IsClassDataStripped(CardRepresentationDataStripFlag)) { foreach (var lod in LODs) { var bValid = Ar.ReadBoolean(); if (bValid) { lod.CardRepresentationData = new FCardRepresentationData(Ar); } } } }
public FStaticMeshComponentLODInfo(FArchive Ar) { var stripFlags = new FStripDataFlags(Ar); if (!stripFlags.IsDataStrippedForServer()) { MapBuildDataId = Ar.Read <FGuid>(); } if (!stripFlags.IsClassDataStripped(OverrideColorsStripFlag)) { var bLoadVertexColorData = Ar.Read <byte>(); if (bLoadVertexColorData == 1) { OverrideVertexColors = new FColorVertexBuffer(Ar); } } if (!stripFlags.IsEditorDataStripped()) { PaintedVertices = Ar.ReadArray(() => new FPaintedVertex(Ar)); } }
// Pre-UE4.23 code public void SerializeBuffersLegacy(FAssetArchive Ar, FStripDataFlags stripDataFlags) { PositionVertexBuffer = new FPositionVertexBuffer(Ar); VertexBuffer = new FStaticMeshVertexBuffer(Ar); if (Ar.Game == EGame.GAME_Borderlands3) { var numColorStreams = Ar.Read <int>(); if (numColorStreams != 0) { ColorVertexBuffer = new FColorVertexBuffer(Ar); for (var i = 0; i < numColorStreams - 1; i++) { var _ = new FColorVertexBuffer(Ar); } } } else { ColorVertexBuffer = new FColorVertexBuffer(Ar); } IndexBuffer = new FRawStaticIndexBuffer(Ar); if (Ar.Game != EGame.GAME_PlayerUnknownsBattlegrounds || !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_StripIndexBuffers)) { if (Ar.Ver >= EUnrealEngineObjectUE4Version.SOUND_CONCURRENCY_PACKAGE && !stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_ReversedIndexBuffer)) { ReversedIndexBuffer = new FRawStaticIndexBuffer(Ar); DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar); ReversedDepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar); } else { // UE4.8 or older, or when has CDSF_ReversedIndexBuffer DepthOnlyIndexBuffer = new FRawStaticIndexBuffer(Ar); } if (Ar.Ver >= EUnrealEngineObjectUE4Version.FTEXT_HISTORY && Ar.Ver < EUnrealEngineObjectUE4Version.RENAME_CROUCHMOVESCHARACTERDOWN) { var _ = new FDistanceFieldVolumeData(Ar); // distanceFieldData } if (!stripDataFlags.IsEditorDataStripped()) { WireframeIndexBuffer = new FRawStaticIndexBuffer(Ar); } if (!stripDataFlags.IsClassDataStripped((byte)EClassDataStripFlag.CDSF_AdjacencyData)) { AdjacencyIndexBuffer = new FRawStaticIndexBuffer(Ar); } } if (Ar.Game > EGame.GAME_UE4_16) { for (var i = 0; i < Sections.Length; i++) { var _ = new FWeightedRandomSampler(Ar); } _ = new FWeightedRandomSampler(Ar); } }