using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace UniversalEditor.ObjectModels.UnrealEngine { [Flags()] public enum ObjectFlags : uint { None = 0, /// /// Object must be tracked in the editor by the Undo/Redo tracking system. /// Transactional = 0x00000001, /// /// Object is not reachable on the object graph. /// Unreachable = 0x00000002, /// /// Object may be imported by other package files. /// Public = 0x00000004, /// /// Temporary import tag in load/save. /// Importing = 0x00000008, /// /// Temporary export tag in load/save. /// Exporting = 0x00000010, /// /// The external data source corresponding to this object has been modified. /// SourceModified = 0x00000020, /// /// Check during garbage collection. /// GarbageCollect = 0x00000040, /// /// During load, indicates object needs loading. /// RequireLoad = 0x00000200, /// /// A hardcoded name which should be syntax-highlighted. /// HighlightedName = 0x00000400, EliminateObject = 0x00000400, RemappedName = 0x00000800, /// /// In a singular function. /// SingularFunction = 0x00000800, /// /// Suppressed log name. /// Suppressed = 0x00001000, StateChanged = 0x00001000, /// /// Within an EndState call. /// EndState = 0x00002000, /// /// Do not save the object. /// Transient = 0x00004000, /// /// Data is being preloaded from the file. /// Preloading = 0x00008000, /// /// Must be loaded for game client. /// LoadForClient = 0x00010000, /// /// Must be loaded for game server. /// LoadForServer = 0x00020000, /// /// Must be loaded for editor. /// LoadForEditor = 0x00040000, /// /// Keep object around (don't garbage collect) for editor even if unreferenced. /// Standalone = 0x00080000, /// /// Don't load this object for the game client. /// NotForClient = 0x00100000, /// /// Don't load this object for the game server. /// NotForServer = 0x00200000, /// /// Don't load this object for the editor. /// NotForEdit = 0x00400000, /// /// Object Destroy has already been called /// Destroyed = 0x00800000, /// /// Object needs to be postloaded. /// RequirePostLoad = 0x01000000, /// /// This object has an execution stack allocated and is ready to execute UnrealScript code. /// HasStack = 0x02000000, /// /// Class or name is defined in C++ code and must be bound at load-time. (UClass only) /// Intrinsic = 0x04000000, /// /// Class or name is defined in C++ code and must be bound at load-time. (UClass only) /// Native = 0x04000000, /// /// Marked (for debugging) /// Marked = 0x08000000, /// /// ShutdownAfterError called. /// ErrorShutdown = 0x10000000, /// /// For debugging Serialize calls /// DebugPostLoad = 0x20000000, /// /// For debugging Serialize calls /// DebugSerialize = 0x40000000, /// /// For debugging Destroy calls /// DebugDestroy = 0x80000000 } }