SkipByteCodeSerialization
SkipByteCodeSerialization
#Overview
name: SkipByteCodeSerialization
The value of this variable can be defined or overridden in .ini config files. 1
.ini config file referencing this setting variable.
It is referenced in 1
C++ source file.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEditor.ini:314, section: [StructSerialization]
- INI Section:
StructSerialization
- Raw value:
true
- Is Array:
False
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/CoreUObject/Private/UObject/StructScriptLoader.cpp:212
Scope (from outer to inner):
file
function bool FStructScriptLoader::LoadStructWithScript
Source code excerpt:
if (!(GAllowCookedDataInEditorBuilds && Ar.GetLinker() && Ar.GetLinker()->LinkerRoot && Ar.GetLinker()->LinkerRoot->bIsCookedForEditor))
{
static const FBoolConfigValueHelper SkipByteCodeHelper(TEXT("StructSerialization"), TEXT("SkipByteCodeSerialization"));
// in editor builds, we're going to regenerate the bytecode anyways, so it
// is a waste of cycles to try and serialize it in
bSkipScriptSerialization |= (bool)SkipByteCodeHelper;
}
}
#endif // WITH_EDITOR