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#rb PJ.Kack #jira UE-121461 UE-121497 #rnx #preflight 6114f50c29ebef00013030bb * VirtualizedBulkData - Changes in meant that if a payload was empty we would write an invalid FCompressedBuffer to disk, where as before we would generate an empty FCompressedBuffer instead which would still write out it's header. - When loading we were trying to load the header, even if it didn't exist causing all subsequent loading to fail. - Reverted back to the old behaviour, so empty payloads will at least write out a FCompressedBuffer header again. -- Note that this was only a problem when saving directly to a memory buffer, when we would serialize the payload inline. When saving the package, payloads are saved to the end of the file and we find them by recording the offset into the file, so this mismatch would be taken into account. -- This means we don't need to do any versioning here as the packages saved to disk while this bug has been active are all still usable. This bug mostly showed up when duplicating objects for PIE. - The optimized path in ::GetPayload, which just directly returns the payload if it is in memory will no longer run if the payload size is 0. This will stop us from returning a valid 0 sized FSharedBuffer (need to check the behaviour on this) * VirtualizedBulkDataTests - Moved the creation of random data to a shared function. - Updated System.Core.Virtualization.BulkData.Empty to check GetCompressedPayload as well as GetPayload. [CL 17150740 by paul chipchase in ue5-main branch]