Text UOPs
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Hard assets such as textures, sounds, models, skeletal meshes, anims, etc… are all imported from external editors. You don’t want to retain the imported data just the changed properties that the user modified. Text UOPs are usually less than 1k.
Note: Saving the UOP as text files also helps mitigate any backward compatibility because the text parser will match properties into the object as they get loaded. The binary UOP is a tiny package file containing that single object. If you modify your custom object make sure its serialize/deserialize function plays safe with Epic’s loading of objects by referencing the package’s version or else you may run into problems loading older digital UOPs. I would strongly suggest you keep the Text UOP format for any object that is going through a lot of flux so that the programmer isn’t bogged down with backward compatibility issues while he works things out. Once the object’s format has stabilized, you can switch over to the binary format. Any past Text UOPs will still load just fine even thought the new ones have switched over to the use the binary UPK format.
