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- Save the EIoChunkType for each bulkdata entry to the bulkdata manifest. - Add ::DoesExist to both old and new bulkdata, this returns if the file containing the data actually exists or not, unlike ::CanLoadFromDisk which only returns if we can potentially load (it does not check if the data actually exists or not) - Added EIoChunkType::OptionalBulkData to reference optional bulkdata - Moved the code for adding bulkdata in IoStoreUtilities.cpp to it's own method that we can call for either .ubulk files or .uptnl files. - Added a log error if we cannot find a valid FPackageStoreBulkDataManifest::PackageDesc for a given file, as this indicates we have mismatched data, but do not fatally close the commandlet. - The mipstreaming systems can now poll BulkData to see if the file exists (ie optional data) rather than storing a FString locally which allows us to abstract the knowledge of where the file ie (loose file vs IoDispatcher) - This will also reduce the memory costs as we will not be storing the filename in the FStreamingRenderAsset and the bulkdata. - Implemented for UTexture and UStaticMesh - Behaviour is controlled by STORE_OPTIONAL_DATA_FILENAME to allow the change to be easily reverted until we commit to it - Duplicate non optional data can now work properly with FIoChunkId #rb Per.Larsson [CL 10468141 by paul chipchase in Dev-Core branch]