Files
UnrealEngineUWP/Engine/Source/Runtime/CoreUObject
paul chipchase 9002bae096 EditorBulkData with virtualized payloads will no longer attempt to pull those payloads when creating undo states.
#rb Per.Larsson
#jira UE-169760
#rnx
#preflight 636ce62bed07daaa9abef391

- This bug was introduced with the fix for UE-169114.
- A virtualized payload can always be accessed via the virtualization system so we have no reason to serialize it during a transaction.
-- To prevent this we simply don't try to load the payload into memory if it is virtualized.
- While investigating this I noticed an additional minor issue that the << overload added for FSharedBuffer was treating a 0 length valid FSharedBuffer and a null FSharedBuffer as the same thing which is not exactly the case.
-- A 0 length buffer will return false for FSharedBuffer::IsNull and will allocate an owner structure internally. A null buffer will not allocate an owner and will return true for FSharedBuffer::IsNull
-- This is a minor distinction which was unlikely to be causing problems but should be fixed for technical accuracy.
-- We now write INDEX_NONE for the buffer length if the buffer is null and when reading we simply reset the buffer if we see that the length is INDEX_NONE rather than trying to create a valid buffer.

[CL 23079600 by paul chipchase in ue5-main branch]
2022-11-10 10:49:44 -05:00
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