5.7 KiB
5.7 KiB
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
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关联项: NonTransient
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常用程度: ★★★
指定该类的所有对象都略过序列化。
- 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.
- 会造成相应Object的RF_Transient标记。
- 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。
示例代码:
UCLASS(Blueprintable, Transient)
class INSIDER_API UMyClass_Transient :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyProperty = 123;
};
UCLASS(Blueprintable, NonTransient)
class INSIDER_API UMyClass_NonTransient :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyProperty = 123;
};
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API UMyClass_Transient_Test :public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UMyClass_Transient* MyTransientObject;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UMyClass_NonTransient* MyNonTransientObject;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyInt_Normal=123;
UPROPERTY(EditAnywhere, BlueprintReadWrite,Transient)
int32 MyInt_Transient =123;
};
序列化对象指针关键是采用FObjectProperty里的SerializeItem方法Slot << ObjectValue;
不能采用Actor的Class Default来测试,因为:
Transient properties are serialized for (Blueprint) Class Default Objects but should not be serialized for any 'normal' instances of classes.
UCLASS(Blueprintable, BlueprintType)
class INSIDER_API AMyActor_Transient_Test :public AActor
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UMyClass_Transient* MyTransientObject;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UMyClass_NonTransient* MyNonTransientObject;
UPROPERTY(EditAnywhere, BlueprintReadWrite)
int32 MyInt_Normal=123;
UPROPERTY(EditAnywhere, BlueprintReadWrite,Transient)
int32 MyInt_Transient =123;
};
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。
FArchive& FObjectAndNameAsStringProxyArchive::operator<<(UObject*& Obj)
{
if (IsLoading())
{
// load the path name to the object
FString LoadedString;
InnerArchive << LoadedString;
// look up the object by fully qualified pathname
Obj = FindObject<UObject>(nullptr, *LoadedString, false);
// If we couldn't find it, and we want to load it, do that
if(!Obj && bLoadIfFindFails)
{
Obj = LoadObject<UObject>(nullptr, *LoadedString);
}
}
else
{
// save out the fully qualified object name
FString SavedString(Obj->GetPathName());
InnerArchive << SavedString;
}
return *this;
}
因此采用Package的测试:
FString packageName = TEXT("/Game/MyTestPackage");
FString assetPath = FPackageName::LongPackageNameToFilename(packageName, FPackageName::GetAssetPackageExtension());
UPackage* package = CreatePackage(*packageName);
FSavePackageArgs saveArgs{};
saveArgs.Error = GError;
//ObjectFlags: RF_NoFlags
UMyClass_Transient_Test* testObject = NewObject<UMyClass_Transient_Test>(package, TEXT("testObject"));
//ObjectFlags: RF_Transient
testObject->MyTransientObject = NewObject<UMyClass_Transient>(testObject, TEXT("MyTransientObject"));
//ObjectFlags: RF_NoFlags
testObject->MyNonTransientObject = NewObject<UMyClass_NonTransient>(testObject, TEXT("MyNonTransientObject"));
testObject->MyTransientObject->MyProperty = 456;
testObject->MyNonTransientObject->MyProperty = 456;
testObject->MyInt_Normal = 456;
testObject->MyInt_Transient = 456;
bool result = UPackage::SavePackage(package, testObject, *assetPath, saveArgs);
在保存完成之后,重新加载Package:
FString packageName = TEXT("/Game/MyTestPackage");
FString assetPath = FPackageName::LongPackageNameToFilename(packageName, FPackageName::GetAssetPackageExtension());
UPackage* package = LoadPackage(nullptr, *assetPath, LOAD_None);
package->FullyLoad();
UMyClass_Transient_Test* newTestObject=LoadObject<UMyClass_Transient_Test>(package, TEXT("testObject"),*assetPath);
示例效果:
可以看到MyTransientObject 并没有被序列化到磁盘上,因此不会加载出来。
原理:
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
void FPackageHarvester::TryHarvestExport(UObject* InObject)
{
// Those should have been already validated
check(InObject && InObject->IsInPackage(SaveContext.GetPackage()));
// Get the realm in which we should harvest this export
EIllegalRefReason Reason = EIllegalRefReason::None;
ESaveRealm HarvestContext = GetObjectHarvestingRealm(InObject, Reason);
if (!SaveContext.GetHarvestedRealm(HarvestContext).IsExport(InObject))
{
SaveContext.MarkUnsaveable(InObject);
bool bExcluded = false;
if (!InObject->HasAnyFlags(RF_Transient))
{
bExcluded = ConditionallyExcludeObjectForTarget(SaveContext, InObject, HarvestContext);
}
if (!InObject->HasAnyFlags(RF_Transient) && !bExcluded)
{
// It passed filtering so mark as export
HarvestExport(InObject, HarvestContext);
}
// If we have a illegal ref reason, record it
if (Reason != EIllegalRefReason::None)
{
SaveContext.RecordIllegalReference(CurrentExportDependencies.CurrentExport, InObject, Reason);
}
}
}