public void Read(AssetBinaryReader reader, UAsset asset) { if (asset.EngineVersion < UE4Version.VER_UE4_TIGHTLY_PACKED_ENUMS) { int numEntries = reader.ReadInt32(); for (int i = 0; i < numEntries; i++) { FName tempName = reader.ReadFName(); Names.Add(new Tuple <FName, long>(tempName, i)); } } else if (asset.GetCustomVersion <FCoreObjectVersion>() < FCoreObjectVersion.EnumProperties) { int numEntries = reader.ReadInt32(); for (int i = 0; i < numEntries; i++) { FName tempName = reader.ReadFName(); byte tempVal = reader.ReadByte(); Names.Add(new Tuple <FName, long>(tempName, tempVal)); } } else { int numEntries = reader.ReadInt32(); for (int i = 0; i < numEntries; i++) { FName tempName = reader.ReadFName(); long tempVal = reader.ReadInt64(); Names.Add(new Tuple <FName, long>(tempName, tempVal)); } } if (asset.EngineVersion < UE4Version.VER_UE4_ENUM_CLASS_SUPPORT) { bool bIsNamespace = reader.ReadInt32() == 1; CppForm = bIsNamespace ? ECppForm.Namespaced : ECppForm.Regular; } else { CppForm = (ECppForm)reader.ReadByte(); } }
public override void Read(AssetBinaryReader reader, int nextStarting) { base.Read(reader, nextStarting); int numFuncIndexEntries = reader.ReadInt32(); FuncMap = new TMap <FName, FPackageIndex>(); for (int i = 0; i < numFuncIndexEntries; i++) { FName functionName = reader.ReadFName(); FPackageIndex functionExport = FPackageIndex.FromRawIndex(reader.ReadInt32()); FuncMap.Add(functionName, functionExport); } ClassFlags = (EClassFlags)reader.ReadUInt32(); if (Asset.EngineVersion < UE4Version.VER_UE4_CLASS_NOTPLACEABLE_ADDED) { ClassFlags ^= EClassFlags.CLASS_NotPlaceable; } ClassWithin = new FPackageIndex(reader.ReadInt32()); ClassConfigName = reader.ReadFName(); Asset.AddNameReference(ClassConfigName.Value); int numInterfaces = 0; long interfacesStart = 0; if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING) { interfacesStart = reader.BaseStream.Position; numInterfaces = reader.ReadInt32(); reader.BaseStream.Seek(interfacesStart + sizeof(int) + numInterfaces * (sizeof(int) * 3), SeekOrigin.Begin); } // Linking procedure here; I don't think anything is really serialized during this ClassGeneratedBy = new FPackageIndex(reader.ReadInt32()); long currentOffset = reader.BaseStream.Position; if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING) { reader.BaseStream.Seek(interfacesStart, SeekOrigin.Begin); } numInterfaces = reader.ReadInt32(); Interfaces = new SerializedInterfaceReference[numInterfaces]; for (int i = 0; i < numInterfaces; i++) { Interfaces[i] = new SerializedInterfaceReference(reader.ReadInt32(), reader.ReadInt32(), reader.ReadInt32() == 1); } if (Asset.EngineVersion < UE4Version.VER_UE4_UCLASS_SERIALIZE_INTERFACES_AFTER_LINKING) { reader.BaseStream.Seek(currentOffset, SeekOrigin.Begin); } bDeprecatedForceScriptOrder = reader.ReadInt32() == 1; reader.ReadInt64(); // None if (Asset.EngineVersion >= UE4Version.VER_UE4_ADD_COOKED_TO_UCLASS) { bCooked = reader.ReadInt32() == 1; } ClassDefaultObject = new FPackageIndex(reader.ReadInt32()); // CDO serialization usually comes after this export has finished serializing }