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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/FBulkData
Description
Sets whether we should store the data compressed on disk.
This should likely not be used - bulk data that gets deployed should be compressed via UnrealPak so that it can leverage hardware compression as available, and editor bulk data is compressed by default and should use FEditorBulkData::SetCompressionOptions to control that if necessary.
| Name | StoreCompressedOnDisk |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/Serialization/BulkData.h |
| Include Path | #include "Serialization/BulkData.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/Serialization/BulkData.cpp |
void StoreCompressedOnDisk
(
FName CompressionFormat
)
Parameters
| Name | Remarks |
|---|---|
| CompressionFormat | The format to use for compression e.g. NAME_None or NAME_Oodle. |