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
}
}