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Create enums for SaveGameVersion and UE5Version
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use num_enum::IntoPrimitive; | ||
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/// UE5 object versions. | ||
#[derive(IntoPrimitive)] | ||
#[repr(u32)] | ||
pub enum EUnrealEngineObjectUE5Version { | ||
/// The original UE5 version, at the time this was added the UE4 version was 522, so UE5 will start from 1000 to show a clear difference | ||
InitialVersion = 1000, | ||
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/// Support stripping names that are not referenced from export data | ||
NamesReferencedFromExportData, | ||
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/// Added a payload table of contents to the package summary | ||
PayloadToc, | ||
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/// Added data to identify references from and to optional package | ||
OptionalResources, | ||
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/// Large world coordinates converts a number of core types to double components by default. | ||
LargeWorldCoordinates, | ||
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/// Remove package GUID from FObjectExport | ||
RemoveObjectExportPackageGuid, | ||
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/// Add IsInherited to the FObjectExport entry | ||
TrackObjectExportIsInherited, | ||
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/// Replace FName asset path in FSoftObjectPath with (package name, asset name) pair FTopLevelAssetPath | ||
FsoftobjectpathRemoveAssetPathFnames, | ||
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/// Add a soft object path list to the package summary for fast remap | ||
AddSoftobjectpathList, | ||
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/// Added bulk/data resource table | ||
DataResources, | ||
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/// Added script property serialization offset to export table entries for saved, versioned packages | ||
ScriptSerializationOffset, | ||
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/// Adding property tag extension, | ||
/// Support for overridable serialization on UObject, | ||
/// Support for overridable logic in containers | ||
PropertyTagExtensionAndOverridableSerialization, | ||
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/// Added property tag complete type name and serialization type | ||
PropertyTagCompleteTypeName, | ||
} |
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Original file line number | Diff line number | Diff line change |
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use num_enum::IntoPrimitive; | ||
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/// Save Game File Version from FSaveGameFileVersion::Type | ||
#[derive(IntoPrimitive)] | ||
#[repr(u32)] | ||
pub enum SaveGameVersion { | ||
/// Initial version. | ||
InitialVersion = 1, | ||
/// serializing custom versions into the savegame data to handle that type of versioning | ||
AddedCustomVersions = 2, | ||
/// added a new UE5 version number to FPackageFileSummary | ||
PackageFileSummaryVersionChange = 3, | ||
} |
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