vault backup: 2024-10-12 17:19:45
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# Transient
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- **功能描述:** 指定该类的所有对象都略过序列化。
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- **引擎模块:** Serialization
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- **元数据类型:** bool
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- **作用机制:** 在ClassFlags中添加[CLASS_Transient](../../../../Flags/EClassFlags/CLASS_Transient.md)
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- **关联项:** [NonTransient](../NonTransient.md)
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- **常用程度:** ★★★
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指定该类的所有对象都略过序列化。
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- 从不将属于此类的对象保存到磁盘。此说明符会传播到子类,但是可由NonTransient说明符覆盖。可以在子类被改写.
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- 会造成相应Object的RF_Transient标记。
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- 注意:UPROPERTY(Transient)只是指定这一个特定的属性不序列化。而UCLASS(Transient)是作用于该类的所有对象。
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## 示例代码:
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```cpp
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UCLASS(Blueprintable, Transient)
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class INSIDER_API UMyClass_Transient :public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 MyProperty = 123;
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};
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UCLASS(Blueprintable, NonTransient)
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class INSIDER_API UMyClass_NonTransient :public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 MyProperty = 123;
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};
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UCLASS(Blueprintable, BlueprintType)
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class INSIDER_API UMyClass_Transient_Test :public UObject
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UMyClass_Transient* MyTransientObject;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UMyClass_NonTransient* MyNonTransientObject;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 MyInt_Normal=123;
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UPROPERTY(EditAnywhere, BlueprintReadWrite,Transient)
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int32 MyInt_Transient =123;
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};
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```
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序列化对象指针关键是采用FObjectProperty里的SerializeItem方法Slot << ObjectValue;
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不能采用Actor的Class Default来测试,因为:
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Transient properties are serialized for (Blueprint) Class Default Objects but should not be serialized for any 'normal' instances of classes.
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```cpp
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UCLASS(Blueprintable, BlueprintType)
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class INSIDER_API AMyActor_Transient_Test :public AActor
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{
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UMyClass_Transient* MyTransientObject;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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UMyClass_NonTransient* MyNonTransientObject;
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UPROPERTY(EditAnywhere, BlueprintReadWrite)
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int32 MyInt_Normal=123;
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UPROPERTY(EditAnywhere, BlueprintReadWrite,Transient)
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int32 MyInt_Transient =123;
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};
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```
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也不能用FObjectAndNameAsStringProxyArchive测试,因为FObjectAndNameAsStringProxyArchive内部在序列化对象的时候,会先查找名字。
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```cpp
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FArchive& FObjectAndNameAsStringProxyArchive::operator<<(UObject*& Obj)
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{
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if (IsLoading())
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{
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// load the path name to the object
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FString LoadedString;
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InnerArchive << LoadedString;
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// look up the object by fully qualified pathname
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Obj = FindObject<UObject>(nullptr, *LoadedString, false);
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// If we couldn't find it, and we want to load it, do that
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if(!Obj && bLoadIfFindFails)
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{
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Obj = LoadObject<UObject>(nullptr, *LoadedString);
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}
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}
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else
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{
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// save out the fully qualified object name
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FString SavedString(Obj->GetPathName());
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InnerArchive << SavedString;
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}
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return *this;
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}
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```
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因此采用Package的测试:
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```cpp
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FString packageName = TEXT("/Game/MyTestPackage");
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FString assetPath = FPackageName::LongPackageNameToFilename(packageName, FPackageName::GetAssetPackageExtension());
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UPackage* package = CreatePackage(*packageName);
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FSavePackageArgs saveArgs{};
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saveArgs.Error = GError;
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//ObjectFlags: RF_NoFlags
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UMyClass_Transient_Test* testObject = NewObject<UMyClass_Transient_Test>(package, TEXT("testObject"));
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//ObjectFlags: RF_Transient
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testObject->MyTransientObject = NewObject<UMyClass_Transient>(testObject, TEXT("MyTransientObject"));
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//ObjectFlags: RF_NoFlags
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testObject->MyNonTransientObject = NewObject<UMyClass_NonTransient>(testObject, TEXT("MyNonTransientObject"));
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testObject->MyTransientObject->MyProperty = 456;
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testObject->MyNonTransientObject->MyProperty = 456;
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testObject->MyInt_Normal = 456;
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testObject->MyInt_Transient = 456;
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bool result = UPackage::SavePackage(package, testObject, *assetPath, saveArgs);
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```
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在保存完成之后,重新加载Package:
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```cpp
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FString packageName = TEXT("/Game/MyTestPackage");
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FString assetPath = FPackageName::LongPackageNameToFilename(packageName, FPackageName::GetAssetPackageExtension());
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UPackage* package = LoadPackage(nullptr, *assetPath, LOAD_None);
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package->FullyLoad();
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UMyClass_Transient_Test* newTestObject=LoadObject<UMyClass_Transient_Test>(package, TEXT("testObject"),*assetPath);
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```
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## 示例效果:
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可以看到MyTransientObject 并没有被序列化到磁盘上,因此不会加载出来。
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## 原理:
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在SavePackage的时候:RF_Transient会导致这个对象不会被HarvestExport,不会被放进SaveContext里
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```cpp
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void FPackageHarvester::TryHarvestExport(UObject* InObject)
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{
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// Those should have been already validated
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check(InObject && InObject->IsInPackage(SaveContext.GetPackage()));
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// Get the realm in which we should harvest this export
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EIllegalRefReason Reason = EIllegalRefReason::None;
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ESaveRealm HarvestContext = GetObjectHarvestingRealm(InObject, Reason);
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if (!SaveContext.GetHarvestedRealm(HarvestContext).IsExport(InObject))
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{
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SaveContext.MarkUnsaveable(InObject);
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bool bExcluded = false;
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if (!InObject->HasAnyFlags(RF_Transient))
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{
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bExcluded = ConditionallyExcludeObjectForTarget(SaveContext, InObject, HarvestContext);
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}
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if (!InObject->HasAnyFlags(RF_Transient) && !bExcluded)
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{
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// It passed filtering so mark as export
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HarvestExport(InObject, HarvestContext);
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}
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// If we have a illegal ref reason, record it
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if (Reason != EIllegalRefReason::None)
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{
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SaveContext.RecordIllegalReference(CurrentExportDependencies.CurrentExport, InObject, Reason);
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}
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}
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}
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```
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