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API > API/Runtime > API/Runtime/Core > API/Runtime/Core/Compression
References
| Module | Core |
| Header | /Engine/Source/Runtime/Core/Public/Compression/OodleDataCompression.h |
| Include | #include "Compression/OodleDataCompression.h" |
Syntax
namespace FOodleDataCompression
{
enum ECompressionCommonUsage
&123;
Default = 0,
FastRealtimeEncode = 1,
SlowerSmallerEncode = 2,
SlowestOfflineDistributionEncode = 3,
&125;
}
Values
| Name | Description |
|---|---|
| Default | |
| FastRealtimeEncode | |
| SlowerSmallerEncode | |
| SlowestOfflineDistributionEncode |
Remarks
OodleDataCompression : Unreal API for direct access to Oodle Data lossless data compression for manual encoding (not in Pak/iostore) NOTE : for any data that will be stored to disk, you should not be compressing it yourself! allow the pak/iostore system to choose the compressor!
Let me emphasize again : for data to be stored in packages for shipping games, do NOT use this let the pak/iostore system choose the compression from the config options and platform settings
OodleDataCompression.h is for utility compression in non-shipping game package scenarios eg. uassets, storage caches and back-ends, large network transfers
For Compression to/from TArray and such higher level actions use OodleDataCompressionUtil.h