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