UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
BulkDataReader.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#include "CoreTypes.h"
7#include "HAL/UnrealMemory.h"
11
12
17{
18public:
19 FBulkDataReader( FByteBulkData& InBulkData, bool bIsPersistent = false )
20 : FBufferReaderBase( InBulkData.Lock( LOCK_READ_ONLY ), InBulkData.GetBulkDataSize(), false, bIsPersistent )
22 {
23 }
24
26 {
28 Close();
29 }
30
31 using FArchive::operator<<; // For visibility of the overloads we don't override
32
33 virtual FArchive& operator<<( class FName& Name ) override
34 {
35 // FNames are serialized as strings in BulkData
36 FString StringName;
37 *this << StringName;
38 Name = FName( *StringName );
39 return *this;
40 }
41
42 virtual FString GetArchiveName() const { return TEXT( "FBulkDataReader" ); }
43
44protected:
46};
@ LOCK_READ_ONLY
Definition BulkData.h:203
#define TEXT(x)
Definition Platform.h:1272
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
FRWLock Lock
Definition UnversionedPropertySerialization.cpp:921
Definition Archive.h:1208
Definition BufferReader.h:16
virtual bool Close() override
Definition BufferReader.h:40
Definition BulkDataReader.h:17
~FBulkDataReader() override
Definition BulkDataReader.h:25
FBulkDataReader(FByteBulkData &InBulkData, bool bIsPersistent=false)
Definition BulkDataReader.h:19
virtual FString GetArchiveName() const
Definition BulkDataReader.h:42
virtual FArchive & operator<<(class FName &Name) override
Definition BulkDataReader.h:33
FByteBulkData & BulkData
Definition BulkDataReader.h:45
COREUOBJECT_API void Unlock() const
Definition BulkData.cpp:1031
Definition NameTypes.h:617
@ false
Definition radaudio_common.h:23