public virtual bool Deserialize() { // TODO if (ExportEntry.ObjectFlags.HasFlag(ObjectFlags.HasStack)) { DeserializeStack(); } NetIndex = Data.ReadIndex(); if (!String.Equals(ExportEntry.ClassName, "Class", StringComparison.OrdinalIgnoreCase) // Work-around for totally undocumented class that does not follow standard unreal default property structure. && !ExportEntry.ClassName.Contains("Component")) { return(DeserializeDefaultProperties()); } return(true); }