Files
UnrealEngineUWP/Engine/Source/Runtime/CoreUObject/Private/UObject
paul chipchase 4faa718790 Saving a package containing virtualized payloads will no longer force the package to 'rehydrate' and download the payloads to store locally.
#rb PJ.Kack
#jira UE-136131
#rnx
#preflight 61eacb3d445cebac10c3d046

- A cvar named "Serialization.RehydrateOnSave" now controls if we rehydrate a package on save, defaulting to false.
-- At the very least we will need to be able to turn this to true to run any "rehydrate the project" UAT command in the future.
- The package trailer no longer stores a valid compressed size for a payload. In the best case scenario we only know the compressed size of the payload when it was still stored on locally on disk. Each virtualization backend is free to take the payload and recompress it anyway it sees fit etc.
- When duplicate payloads entries are added to a FPackageTrailerBuilder we now keep the original payload entry and discard the duplicate rather than replacing the existing entry with the duplicate, which was the original intent.

#ROBOMERGE-AUTHOR: paul.chipchase
#ROBOMERGE-SOURCE: CL 18721599 in //UE5/Release-5.0/... via CL 18721602 via CL 18721661
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18721674 by paul chipchase in ue5-main branch]
2022-01-25 08:05:16 -05:00
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