123 lines
3.5 KiB
C#
123 lines
3.5 KiB
C#
//
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// PropertyFlags.cs - indicates the attributes for properties in an Unreal Engine package file
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//
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// Author:
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// Michael Becker <alcexhim@gmail.com>
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//
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// Copyright (c) 2011-2020 Mike Becker's Software
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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using System;
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namespace UniversalEditor.ObjectModels.UnrealEngine
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{
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/// <summary>
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/// Indicates the attributes for properties in an Unreal Engine package file.
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/// </summary>
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[Flags()]
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public enum PropertyFlags
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{
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None = 0x00000000,
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/// <summary>
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/// Property is user-settable in the editor.
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/// </summary>
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Editable = 0x00000001,
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/// <summary>
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/// Actor's property always matches class's default actor property.
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/// </summary>
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Constant = 0x00000002,
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/// <summary>
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/// Variable is writable by the input system.
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/// </summary>
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InputWritable = 0x00000004,
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/// <summary>
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/// Object can be exported with actor.
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/// </summary>
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Exportable = 0x00000008,
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/// <summary>
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/// Optional parameter (if CPF_Param is set).
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/// </summary>
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OptionalParameter = 0x00000010,
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/// <summary>
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/// Property is relevant to network replication (not specified in source code)
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/// </summary>
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NetworkReplication = 0x00000020,
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/// <summary>
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/// Reference to a constant object.
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/// </summary>
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ConstantReference = 0x00000040,
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/// <summary>
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/// Function/When call parameter
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/// </summary>
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Parameter = 0x00000080,
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/// <summary>
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/// Value is copied out after function call.
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/// </summary>
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OutParameter = 0x00000100,
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/// <summary>
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/// Property is a short-circuitable evaluation function parm.
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/// </summary>
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SkipParameter = 0x00000200,
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/// <summary>
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/// Return value.
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/// </summary>
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ReturnParameter = 0x00000400,
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/// <summary>
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/// Coerce args into this function parameter
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/// </summary>
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CoerceParameter = 0x00000800,
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/// <summary>
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/// Property is native: C++ code is responsible for serializing it.
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/// </summary>
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Native = 0x00001000,
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/// <summary>
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/// Property is transient: shouldn't be saved, zero-filled at load time.
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/// </summary>
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Transient = 0x00002000,
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/// <summary>
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/// Property should be loaded/saved as permanent profile.
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/// </summary>
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Configuration = 0x00004000,
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/// <summary>
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/// Property should be loaded as localizable text
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/// </summary>
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Localized = 0x00008000,
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/// <summary>
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/// Property travels across levels/servers.
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/// </summary>
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Travel = 0x00010000,
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/// <summary>
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/// Property is uneditable in the editor
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/// </summary>
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PreventEdit = 0x00020000,
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/// <summary>
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/// Load config from base class, not subclass.
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/// </summary>
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GlobalConfiguration = 0x00040000,
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/// <summary>
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/// Object or dynamic array loaded on demand only.
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/// </summary>
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Demand = 0x00100000,
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/// <summary>
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/// Automatically create inner object
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/// </summary>
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AutoCreate = 0x00200000,
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/// <summary>
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/// Fields need construction/destruction (not specified in source code)
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/// </summary>
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ConstructionRequired = 0x00400000
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}
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}
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