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]

#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