<?xml version="1.0"?>
<doc>
    <assembly>
        <name>Eliot.UELib</name>
    </assembly>
    <members>
        <member name="T:UELib.Core.UConst">
            <summary>
            Represents a unreal const. 
            </summary>
        </member>
        <member name="T:UELib.Core.UField">
            <summary>
            Represents a unreal field. 
            </summary>
        </member>
        <member name="T:UELib.Core.UObject">
            <summary>
            Represents a unreal object. 
            </summary>
        </member>
        <member name="T:UELib.ISupportsBuffer">
            <summary>
            Supports a buffer.
            </summary>
        </member>
        <member name="M:UELib.ISupportsBuffer.GetBuffer">
            <summary>
            Get a copy of a buffer.
            </summary>
            <returns>The copyed buffer.</returns>
        </member>
        <member name="P:UELib.IUnrealDeserializableObject.Buffer">
            <summary>
            Copy of bytes from the current instanced Object.
            </summary>
        </member>
        <member name="T:UELib.IUnrealDecompilable">
            <summary>
            Allows an object to decompile itself into text.
            </summary>
        </member>
        <member name="M:UELib.IUnrealDecompilable.Decompile">
            <summary>
            Decompile this object.
            </summary>
            <returns>The decompiled ouput of text.</returns>
        </member>
        <member name="F:UELib.Core.UObject._Buffer">
            <summary>
            Copy of the Object bytes
            </summary>
        </member>
        <member name="F:UELib.Core.UObject._Properties">
            <summary>
            Object Properties e.g. SubObjects or/and DefaultProperties
            </summary>
        </member>
        <member name="F:UELib.Core.UObject._ShouldReleaseBuffer">
            <summary>
            Whether to release the buffer from memory when this Object is done deserializing.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UObject class. 
            
            Everything must be initialized programmatic.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.BeginDeserializing">
            <summary>
            Notifies this object instance to make a copy of this object's data from the Owner.Stream and then start deserializing this instance.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.Deserialize">
            <summary>
            Deserialize this object's structure from the _Buffer stream.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.DeserializeProperties">
            <summary>
            Tries to read all properties that resides in this object instance.
            </summary>
            <param name="properties">The read properties.</param>
        </member>
        <member name="M:UELib.Core.UObject.Serialize">
            <summary>
            Write this instance to the Owner.Stream at the present position. 
            NOTE: The package's stream must have Write access!
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.CopyToPackageStream">
            <summary>
            Writes the present Buffer to the package's stream. Saving is not implied.
            NOTE: The package's stream must have Write access!
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.PostInitialize">
            <summary>
            Initializes this object instance important members.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.HasObjectFlag(UELib.Flags.ObjectFlagsLO)">
            <summary>
            Checks if the object contains the specified @flag or one of the specified flags.
            
            Checks the lower bits of ObjectFlags.
            </summary>
            <param name="flag">The flag(s) to compare to.</param>
            <returns>Whether it contained one of the specified flags.</returns>
        </member>
        <member name="M:UELib.Core.UObject.HasObjectFlag(UELib.Flags.ObjectFlagsHO)">
            <summary>
            Checks if the object contains the specified @flag or one of the specified flags.
            
            Checks the higher bits of ObjectFlags.
            </summary>
            <param name="flag">The flag(s) to compare to.</param>
            <returns>Whether it contained one of the specified flags.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetObjectFlags">
            <summary>
            Returns a copy of the ObjectFlags.
            </summary>
            <returns>A copy of @ObjectFlags.</returns>
        </member>
        <member name="M:UELib.Core.UObject.IsPublic">
            <summary>
            Whether object is publically accessable.
            </summary>
            <returns>Whether it is publically accessable.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetFriendlyType">
            <summary>
            Gets a human-readable name of this object instance.
            </summary>
            <returns>The human-readable name of this object instance.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetHighestOuter(System.Byte)">
            <summary>
            Gets the highest outer relative from the specified @offset.
            </summary>
            <param name="offset">Optional relative offset.</param>
            <returns>The highest outer.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetOuterGroup">
            <summary>
            Gets a full name of this object instance i.e. including outers.
            
            e.g. var Core.Object.Vector Location;
            </summary>
            <returns>The full name.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetOuterName">
            <summary>
            Gets the name of this object instance outer.
            </summary>
            <returns>The outer name of this object instance.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetClassName">
            <summary>
            Gets the name of this object instance class.
            </summary>
            <returns>The class name of this object instance.</returns>
        </member>
        <member name="M:UELib.Core.UObject.IsClassType(System.String)">
            <summary>
            Use this over 'typeof' to support UELib modifications such as replacing classes with the 'RegisterClass' function.
            </summary>
            <param name="className">The class name to compare to.</param>
            <returns>TRUE if this object instance class name is equal className, FALSE otherwise.</returns>
        </member>
        <member name="M:UELib.Core.UObject.IsClass(System.String)">
            <summary>
            Checks if this object's class equals @className, parents included.
            </summary>
            <param name="className">The name of the class to compare to.</param>
            <returns>Whether it extends class @className.</returns>
        </member>
        <member name="M:UELib.Core.UObject.IsMember(UELib.Core.UField)">
            <summary>
            Tests whether this Object(such as a property) is a member of a specific object, or that of its parent.
            </summary>
            <param name="membersClass">Field to test against.</param>
            <returns>Whether it is a member or not.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetIndexObject(System.Int32)">
            <summary>
            Macro for getting a object instance by index.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.TryGetIndexObject(System.Int32)">
            <summary>
            Try to get the object located @index.
            </summary>
            <param name="index">The object's index.</param>
            <returns>The reference of the specified object's index. NULL if none.</returns>
        </member>
        <member name="M:UELib.Core.UObject.GetIndexName(System.Int32,System.Int32)">
            <summary>
            Gets the specified object's name along with the instance number.
            </summary>
            <param name="index">The object's nameIndex.</param>
            <param name="number">The instance number.</param>
            <returns></returns>
        </member>
        <member name="M:UELib.Core.UObject.LoadImportPackage">
            <summary>
            Loads the package that this object instance resides in.
            
            Note: The package closes when the Owner is done with importing objects data.
            </summary>
        </member>
        <member name="M:UELib.Core.UObject.GetBuffer">
            <summary>
            Return a copy of this object's serialized bytes.
            </summary>
            <returns>This object's serialized bytes.</returns>
        </member>
        <member name="M:UELib.Core.UObject.NoteRead(System.String,System.Object)">
            <summary>
            Outputs the present position and the value of the parsed object.
            
            Only called in the DEBUGBUILD!
            </summary>
            <param name="varName">The struct that was read from the previous buffer position.</param>
            <param name="varObject">The struct's value that was read.</param>
        </member>
        <member name="M:UELib.Core.UObject.Decompile">
            <summary>
            Decompiles this Object into human-readable code
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.Package">
            <summary>
            The package this object resists in.
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.ExportIndex">
            <summary>
            Index of this Object in the ExportTableList.
            0 if not exported.
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.ImportIndex">
            <summary>
            Index of this Object in the ImportTableList.
            0 if not imported.
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.ObjectFlags">
            <summary>
            Object Flags
            Warning: Only call after PreInitialize!
            </summary>
            <value>
            32bit in UE2
            32bit aligned in UE3
            </value>
        </member>
        <member name="P:UELib.Core.UObject.Class">
            <summary>
            UClass, UStruct etc
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.Outer">
            <summary>
            [Package.Group:Outer].Object
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.NameFlags">
            <value>
            32bit in UE2
            64bit in UE3
            </value>
        </member>
        <member name="P:UELib.Core.UObject.Buffer">
            <summary>
            Copy of the Object bytes
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.Properties">
            <summary>
            Object Properties e.g. SubObjects or/and DefaultProperties
            </summary>
        </member>
        <member name="P:UELib.Core.UObject.ShouldDeserializeOnDemand">
            <summary>
            Object will not be deserialized by UnrealPackage, Can only be deserialized by calling the methods yourself.
            </summary>
        </member>
        <member name="F:UELib.Core.UField.Meta">
            <summary>
            Initialized by the UMetaData object,
            This Meta contains comments and other meta related info that belongs to this instance.
            
            UE3 Only!
            </summary>
        </member>
        <member name="M:UELib.Core.UField.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UField class. 
            </summary>
        </member>
        <member name="P:UELib.Core.UField._SuperIndex">
            <summary>
            Index to the parent UField object.
            </summary>
        </member>
        <member name="P:UELib.Core.UField._NextIndex">
            <summary>
            Index to the next UField object.
            </summary>
        </member>
        <member name="M:UELib.Core.UConst.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UConst class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UConst.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            const NAME = VALUE;
            </summary>
            <returns></returns>
        </member>
        <member name="P:UELib.Core.UConst.Value">
            <summary>
            Constant Value
            </summary>
        </member>
        <member name="T:UELib.Core.UFunction">
            <summary>
            Represents a unreal function. 
            </summary>
        </member>
        <member name="T:UELib.Core.UStruct">
            <summary>
            Represents a unreal struct with the functionality to contain Constants, Enums, Structs and Properties. 
            </summary>
        </member>
        <member name="F:UELib.Core.UStruct._DefaultPropertiesOffset">
            <summary>
            Default Properties buffer offset
            </summary>
        </member>
        <member name="M:UELib.Core.UStruct.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UStruct class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UStruct.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            struct [FLAGS] NAME [extends NAME]
            {
            	[STRUCTCPPTEXT]
            
            	[CONSTS]
            	
            	[ENUMS]
            	
            	[STRUCTS]
            	
            	[VARIABLES]
            	
            	[STRUCTDEFAULTPROPERTIES]
            };
            </summary>
            <returns></returns>
        </member>
        <member name="P:UELib.Core.UStruct.ScriptText">
            <summary>
            Index to ScriptText Object (UnTextBuffer)
            </summary>
        </member>
        <member name="P:UELib.Core.UStruct.CppText">
            <summary>
            Index to CppText Object (UTextBuffer)
            UE3 Only
            </summary>
        </member>
        <member name="P:UELib.Core.UStruct.Children">
            <summary>
            Index to the first child property.
            </summary>
        </member>
        <member name="P:UELib.Core.UStruct.StructFlags">
            <summary>
            UE2 Only?
            </summary>
        </member>
        <member name="T:UELib.Core.UStruct.UByteCodeDecompiler">
            <summary>
            Decompiles the bytecodes from the 'Owner'
            </summary>
        </member>
        <member name="F:UELib.Core.UStruct.UByteCodeDecompiler._Owner">
            <summary>
            The Struct that contains the bytecode that we have to deserialize and decompile!
            </summary>
        </member>
        <member name="M:UELib.Core.UStruct.UByteCodeDecompiler.FixToken(System.Byte)">
            <summary>
            Fix the values of UE1/UE2 tokens to match the UE3 token values.
            </summary>
        </member>
        <member name="F:UELib.Core.UStruct.UByteCodeDecompiler._IsWithinClassContext">
            <summary>
            Whether we are currently decompiling within a ClassContext token.
            
            HACK: For static calls -> class'ClassA'.static.FuncA();
            </summary>
        </member>
        <member name="P:UELib.Core.UStruct.UByteCodeDecompiler.Buffer">
            <summary>
            Pointer to the ObjectStream buffer of 'Owner'
            </summary>
        </member>
        <member name="P:UELib.Core.UStruct.UByteCodeDecompiler.DeserializedTokens">
            <summary>
            A collection of deserialized tokens, in their correspondence stream order.
            </summary>
        </member>
        <member name="P:UELib.Core.UStruct.UByteCodeDecompiler.CodePosition">
            <summary>
            The current position in buffer.
            </summary>
        </member>
        <member name="F:UELib.Core.UStruct.UByteCodeDecompiler.NestManager.Nest.Position">
            <summary>
            Position of this Nest (CodePosition)
            </summary>
        </member>
        <member name="F:UELib.Core.UStruct.UByteCodeDecompiler.Token.Position">
            <summary>
            The relative position of this token.
            Storage--The actual token position within the Buffer. 
            </summary>
        </member>
        <member name="F:UELib.Core.UStruct.UByteCodeDecompiler.Token.Size">
            <summary>
            The size of this token and its inlined tokens.
            Storage--The actual token size within the Buffer.
            </summary>
        </member>
        <member name="M:UELib.Core.UStruct.UByteCodeDecompiler.JumpToken.Decompile">
            <summary>
            FORMATION ISSUESSES:
            	1:(-> Logic remains the same)	Continue's are decompiled as Else's statements e.g.
            		-> Original
            		if( continueCondition )
            		{
            			continue;
            		}
            		
            		// Actual code
            		
            		-> Decompiled
            		if( continueCodition )
            		{
            		}
            		else
            		{
            			// Actual code
            		}
            		
            		
            	2:(-> ...)	...
            		-> Original
            			...
            		-> Decompiled
            			...
            		
            </summary>
        </member>
        <member name="M:UELib.Core.UStruct.UByteCodeDecompiler.SwitchToken.Decompile">
            <summary>
            FORMATION ISSUESSES:	
            	1:(-> ...)	NestEnd is based upon the break in a default case, however a case does not always break/return,
            		causing that there will be no default with a break detected, thus no ending for the Switch block.
            		
            		-> Original
            			Switch( A )
            			{
            				case 0:
            					CallA();
            			}
            			
            			CallB();
            			
            		-> Decompiled
            			Switch( A )
            			{
            				case 0:
            					CallA();
            				default:	// End is detect of case 0 due some other hack :)
            					CallB();	
            </summary>
        </member>
        <member name="M:UELib.Core.UFunction.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            [FLAGS] function NAME([VARIABLES]) [const]
            {
            	[LOCALS]
            	
            	[CODE]
            }
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.Core.UFunction.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UFunction class. 
            </summary>
        </member>
        <member name="P:UELib.Core.UFunction.FunctionFlags">
            <value>
            32bit in UE2
            64bit in UE3
            </value>
        </member>
        <member name="T:UELib.Engine.UFont">
            <summary>
            Unreal Font.
            
            I was bored :D!
            </summary>
        </member>
        <member name="T:UELib.Engine.UContent">
            <summary>
            Any view/extract related classes should subclass this.
            </summary>
        </member>
        <member name="T:UELib.IUnrealViewable">
            <summary>
            Allos an object to show itself to the user.
            </summary>
        </member>
        <member name="M:UELib.IUnrealViewable.View">
            <summary>
            View this instanced object.
            </summary>
        </member>
        <member name="T:UELib.Core.UEnum">
            <summary>
            Represents a unreal enum. 
            </summary>
        </member>
        <member name="F:UELib.Core.UEnum._NamesIndex">
            <summary>
            List of name index's in the NameTableList
            </summary>
        </member>
        <member name="M:UELib.Core.UEnum.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UEnum class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UEnum.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            enum NAME
            {
            	[ELEMENTS]
            };
            </summary>
            <returns></returns>
        </member>
        <member name="P:UELib.Core.UEnum.NamesIndex">
            <summary>
            List of name index's in the NameTableList
            </summary>
        </member>
        <member name="T:UELib.Core.UPropertyTag">
            <summary>
            [Default]Properties values deserializer.
            </summary>
        </member>
        <member name="F:UELib.Core.UPropertyTag.Name">
            <summary>
            Name of the property
            </summary>
        </member>
        <member name="F:UELib.Core.UPropertyTag.ItemName">
            <summary>
            Name of the struct not UStructProperty!, if IsA UStructProperty only
            </summary>
        </member>
        <member name="F:UELib.Core.UPropertyTag._Info">
            <summary>
            A packed byte containing the size, type and arrayindex.
            </summary>
        </member>
        <member name="F:UELib.Core.UPropertyTag.ArrayIndex">
            <summary>
            Whether this property is part of an array, and the index into it
            </summary>
        </member>
        <member name="M:UELib.Core.UPropertyTag.DeserializeValue(UELib.Core.UPropertyTag.DeserializeFlags)">
            <summary>
            Deserialize the value of this UPropertyTag instance.
            
            Note:
            	Only call after the whole package has been deserialized!
            </summary>
            <returns>The deserialized value if any.</returns>
        </member>
        <member name="M:UELib.Core.UPropertyTag.DeserializeDefaultPropertyValue(UELib.Types.PropertyType,UELib.Core.UPropertyTag.DeserializeFlags@)">
            <summary>
            Deserialize a default property value of a specified type.
            </summary>
            <param name="type">Kind of type to try deserialize.</param>
            <returns>The deserialized value if any.</returns>
        </member>
        <member name="P:UELib.Core.UPropertyTag.Type">
            <summary>
            See PropertysType enum in UnrealFlags.cs
            </summary>
        </member>
        <member name="P:UELib.Core.UPropertyTag.Size">
            <summary>
            The stream size of this DefaultProperty.
            </summary>
        </member>
        <member name="T:UELib.Core.UDefaultProperty">
            <summary>
            Represents a Decompilable UPropertyTag.
            </summary>
        </member>
        <member name="F:UELib.Core.UDefaultProperty.Tag">
            <summary>
            Serialized Info
            </summary>
        </member>
        <member name="T:UELib.Core.UState">
            <summary>
            Represents a unreal state. 
            </summary>
        </member>
        <member name="F:UELib.Core.UState._ProbeMask">
            <summary>
            Mask of current functions being probed by this class.
            </summary>
        </member>
        <member name="F:UELib.Core.UState._IgnoreMask">
            <summary>
            Mask of current functions being ignored by the present state node.
            </summary>
        </member>
        <member name="F:UELib.Core.UState._LabelTableOffset">
            <summary>
            Offset into the ScriptStack where the FLabelEntry persist. 
            </summary>
        </member>
        <member name="M:UELib.Core.UState.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UState class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UState.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            [FLAGS] state[()] NAME [extends NAME]
            {
            	[ignores Name[,Name];]
            	
            	[FUNCTIONS]
            	
            [STATE CODE]
            };
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.Core.UState.FormatIgnores">
            <summary>
            Currently broken...
            </summary>
        </member>
        <member name="P:UELib.Core.UState.StateFlags">
            <summary>
            This state's flags mask e.g. Auto, Simulated.
            </summary>
        </member>
        <member name="M:UELib.Cache.CacheException.#ctor">
            <summary>
            Creates a new instance of the UELib.Cache.CacheException class. 
            </summary>
        </member>
        <member name="M:UELib.Cache.CacheEmptyException.#ctor">
            <summary>
            Creates a new instance of the UELib.Cache.CacheEmptyException class. 
            </summary>
        </member>
        <member name="T:UELib.Cache.UnrealCache">
            <summary>
            Represents a UnrealCache object with provided functionality for loading, extracting and saving.
            </summary>
        </member>
        <member name="M:UELib.Cache.UnrealCache.#ctor(System.String)">
            <summary>
            Creates a new instance of the UELib.Cache.UnrealCache class with the specified cache path.
            </summary>
            <param name="cachePath">A full directory path to the cache folder of a specific game, not including the cache ini file.</param>
        </member>
        <member name="M:UELib.Cache.UnrealCache.LoadCacheEntries">
            <summary>
            Load all cache entries from the cache.ini located in the set CachePath.
            </summary>
            <exception cref="T:UELib.Cache.CacheEmptyException">
            </exception>
        </member>
        <member name="M:UELib.Cache.UnrealCache.DeleteCacheEntry(System.Int32)">
            <summary>
            Deletes the specified file of a cache entry by index. 
            </summary>
            <param name="index">The cache entry index that should be deleted.</param>
        </member>
        <member name="T:UELib.Core.UClass">
            <summary>
            Represents a unreal class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UClass.Decompile">
            Structure looks like this, even though said XX.GetFriendlyName() actually it's XX.Decompile() which handles then the rest on its own.
            class GetName() extends SuperFieldName
            		FormatFlags()
            		
            CPPTEXT
            {
            }
            		
            Constants
            const C.GetFriendlyName() = C.Value
            
            Enums
            enum En.GetFriendlyName()
            {
            		FormatProperties()		
            }
            
            Structs
            struct FormatFlags() Str.GetFriendlyName() extends SuperFieldName
            {
            		FormatProperties()
            }
            
            Properties
            var(GetCategoryName) FormatFlags() Prop.GetFriendlyName()
            
            Replication
            {
            		SerializeToken()
            }
            
            Functions
            FormatFlags() GetFriendlyName() GetParms()
            {
            		FormatLocals()
            		SerializeToken()
            }
            
            States
            FormatFlags() state GetFriendlyName() extends SuperFieldName
            {
            		FormatIgnores()
            		FormatFunctions()
            		SerializeToken();
            }
            
            DefaultProperties
            {
            }
        </member>
        <member name="F:UELib.Core.UClass.ClassDependenciesList">
            <summary>
            A list of class dependencies that this class depends on. Includes Imports and Exports.
            
            Deprecated @ PackageVersion:186
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.PackageImportsList">
            <summary>
            A list of objects imported from a package.
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.ComponentsList">
            <summary>
            Index of hidden categories names into the NameTableList.
            UE3
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.DontSortCategoriesList">
            <summary>
            Index of hidden categories names into the NameTableList.
            UE3
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.HideCategoriesList">
            <summary>
            Index of hidden categories names into the NameTableList.
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.AutoExpandCategoriesList">
            <summary>
            Index of auto expanded categories names into the NameTableList.
            UE3
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.ClassGroupsList">
            <summary>
            A list of class group.
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.AutoCollapseCategoriesList">
            <summary>
            Index of auto collapsed categories names into the NameTableList.
            UE3
            </summary>
        </member>
        <member name="F:UELib.Core.UClass.ImplementedInterfacesList">
            <summary>
            Index of (Object/Name?)
            UE3
            </summary>
        </member>
        <member name="M:UELib.Core.UClass.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UClass class. 
            </summary>
        </member>
        <member name="P:UELib.Core.UClass.ClassFlags">
            <summary>
            Flags of this class
            e.g. Placeable, HideDropDown, Transient and so on	
            </summary>
            <value>
            32bit in UE2
            64bit in UE3
            </value>
        </member>
        <member name="P:UELib.Core.UClass.ClassGuid">
            <summary>
            guid(xx....) flag (UE2)
            Deprecated @ UE3
            </summary>
        </member>
        <member name="P:UELib.Core.UClass.ConfigName">
            <summary>
            config(UClass::Config) flag
            </summary>
        </member>
        <member name="T:UELib.Core.UnknownObject">
            <summary>
            Unknown Object
            
            Notes:
            	Instances of this class are created because of a class type that was not found within the 'RegisteredClasses' list.
            	Instances of this class will only be deserialized on demand.
            </summary>
        </member>
        <member name="M:UELib.Core.UnknownObject.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UnknownObject class. 
            </summary>
        </member>
        <member name="T:UELib.UTableItem">
            <summary>
            Represents a basic file table.
            </summary>
        </member>
        <member name="F:UELib.UTableItem.Index">
            <summary>
            Index into the table's enumerable.
            </summary>
        </member>
        <member name="F:UELib.UTableItem.Offset">
            <summary>
            Table offset in bytes.
            </summary>
        </member>
        <member name="F:UELib.UTableItem.Size">
            <summary>
            Table size in bytes.
            </summary>
        </member>
        <member name="T:UELib.UNameTableItem">
            <summary>
            Represents a unreal name table with serialized data from a unreal package header.
            </summary>
        </member>
        <member name="F:UELib.UNameTableItem.Name">
            <summary>
            Object Name
            </summary>
        </member>
        <member name="F:UELib.UNameTableItem.Flags">
            <summary>
            Object Flags, such as LoadForEdit, LoadForServer, LoadForClient
            </summary>
            <value>
            32bit in UE2
            64bit in UE3
            </value>
        </member>
        <member name="M:UELib.UNameTableItem.WriteName(UELib.UPackageStream)">
            <summary>
            Updates the Name inside the Stream to the current set Name of this Table
            </summary>
            <param name="stream">Stream to Update</param>
        </member>
        <member name="M:UELib.UNameTableItem.WriteFlags(UELib.UPackageStream)">
            <summary>
            Updates the Flags inside the Stream to the current set Flags of this Table
            </summary>
            <param name="stream">Stream to Update</param>
        </member>
        <member name="T:UELib.UObjectTableItem">
            <summary>
            Represents a unreal table with general deserialized data from a unreal package header.
            </summary>
        </member>
        <member name="F:UELib.UObjectTableItem.Owner">
            <summary>
            Reference to the UnrealPackage this object resists in
            </summary>
        </member>
        <member name="F:UELib.UObjectTableItem.Object">
            <summary>
            Reference to the serialized object based on this table.
            
            Only valid if Owner != null and Owner is fully serialized or on demand.
            </summary>
        </member>
        <member name="F:UELib.UObjectTableItem.ObjectIndex">
            <summary>
            Name index to the name of this object
            -- Fixed
            </summary>
        </member>
        <member name="F:UELib.UObjectTableItem.ClassIndex">
            <summary>
            Import:Name index to the class of this object
            Export:Object index to the class of this object
            -- Not Fixed
            </summary>
        </member>
        <member name="F:UELib.UObjectTableItem.OuterIndex">
            <summary>
            Object index to the outer of this object
            -- Not Fixed
            </summary>
        </member>
        <member name="T:UELib.UExportTableItem">
            <summary>
            Represents a unreal export table with deserialized data from a unreal package header.
            </summary>
        </member>
        <member name="F:UELib.UExportTableItem.SuperIndex">
            <summary>
            Object index to the Super(parent) object of structs.
            -- Not Fixed
            </summary>
        </member>
        <member name="F:UELib.UExportTableItem.ArchetypeIndex">
            <summary>
            Object index.
            -- Not Fixed
            </summary>
        </member>
        <member name="F:UELib.UExportTableItem.ObjectFlags">
            <summary>
            Object flags, such as Public, Protected and Private.
            32bit aligned.
            </summary>
        </member>
        <member name="F:UELib.UExportTableItem.SerialSize">
            <summary>
            Object size in bytes.
            </summary>
        </member>
        <member name="F:UELib.UExportTableItem.SerialOffset">
            <summary>
            Object offset in bytes. Starting from the beginning of a file.
            </summary>
        </member>
        <member name="F:UELib.UExportTableItem.ExportFlags">
            <summary>
            ???
            
            UE3 Only
            </summary>
        </member>
        <member name="M:UELib.UExportTableItem.WriteObjectFlags">
            <summary>
            Updates the ObjectFlags inside the Stream to the current set ObjectFlags of this Table
            </summary>
        </member>
        <member name="T:UELib.UImportTableItem">
            <summary>
            Represents a unreal import table with deserialized data from a unreal package header.
            </summary>
        </member>
        <member name="F:UELib.UImportTableItem.PackageIndex">
            <summary>
            Name index to the package that contains this object class
            -- Fixed
            </summary>
        </member>
        <member name="T:UELib.Core.UProperty">
            <summary>
            Represents a unreal property. 
            </summary>
        </member>
        <member name="M:UELib.Core.UProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UProperty class. 
            </summary>
        </member>
        <member name="P:UELib.Core.UProperty.ArrayDim">
            <summary>
            > 0 = True if UBoolProperty.
            </summary>
        </member>
        <member name="P:UELib.Core.UProperty.ElementSize">
            <summary>
            e.g. sizeof(int) etc
            </summary>
        </member>
        <member name="P:UELib.Core.UProperty.PropertyFlags">
            <value>
            32bit in UE2
            64bit in UE3
            </value>
        </member>
        <member name="T:UELib.Core.UInterfaceProperty">
            <summary>
            Interface Property
            
            UE3 Only
            </summary>
        </member>
        <member name="M:UELib.Core.UInterfaceProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UInterfaceProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UInterfaceProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UDelegateProperty">
            <summary>
            Delegate Property
            
            UE2+
            </summary>
        </member>
        <member name="M:UELib.Core.UDelegateProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UDelegateProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UDelegateProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UPointerProperty">
            <summary>
            Pointer Property
            
            UE2 Only (UStructProperty in UE3)
            </summary>
        </member>
        <member name="M:UELib.Core.UPointerProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UPointerProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UPointerProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UComponentProperty">
            <summary>
            Component Property
            
            UE3 Only
            </summary>
        </member>
        <member name="T:UELib.Core.UObjectProperty">
            <summary>
            Object Reference Property
            </summary>
        </member>
        <member name="M:UELib.Core.UObjectProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UObjectProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UObjectProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="M:UELib.Core.UComponentProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UComponentProperty class. 
            </summary>
        </member>
        <member name="T:UELib.Core.UClassProperty">
            <summary>
            Class Property
            
            var class'Actor' ActorClass;
            </summary>
        </member>
        <member name="M:UELib.Core.UClassProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UClassProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UClassProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UFixedArrayProperty">
            <summary>
            Fixed Array Property
            </summary>
        </member>
        <member name="M:UELib.Core.UFixedArrayProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UFixedArrayProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UFixedArrayProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UArrayProperty">
            <summary>
            Dynamic Array Property
            </summary>
        </member>
        <member name="M:UELib.Core.UArrayProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UArrayProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UArrayProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UMapProperty">
            <summary>
            Dynamic Map Property
            
            Obsolete
            </summary>
        </member>
        <member name="M:UELib.Core.UMapProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UMapProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UMapProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UStructProperty">
            <summary>
            Struct Property
            </summary>
        </member>
        <member name="M:UELib.Core.UStructProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UStructProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UStructProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UByteProperty">
            <summary>
            Byte Property
            </summary>
        </member>
        <member name="M:UELib.Core.UByteProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UByteProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UByteProperty.InitializeImports">
            <inheritdoc/>
        </member>
        <member name="M:UELib.Core.UByteProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UIntProperty">
            <summary>
            Int Property
            </summary>
        </member>
        <member name="M:UELib.Core.UIntProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UIntProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UIntProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UBoolProperty">
            <summary>
            Bool Property
            </summary>
        </member>
        <member name="M:UELib.Core.UBoolProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UBoolProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UBoolProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UFloatProperty">
            <summary>
            Float Property
            </summary>
        </member>
        <member name="M:UELib.Core.UFloatProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UFloatProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UFloatProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UNameProperty">
            <summary>
            Name Property
            </summary>
        </member>
        <member name="M:UELib.Core.UNameProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UNameProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UNameProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UStrProperty">
            <summary>
            Dynamic String
            </summary>
        </member>
        <member name="M:UELib.Core.UStrProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UStrProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UStrProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Core.UStringProperty">
            <summary>
            Fixed String
            
            UE1 Only
            </summary>
        </member>
        <member name="M:UELib.Core.UStringProperty.#ctor">
            <summary>
            Creates a new instance of the UELib.Core.UStringProperty class. 
            </summary>
        </member>
        <member name="M:UELib.Core.UStringProperty.GetFriendlyType">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Types.PropertyType">
            <summary>
            Types describing a default property type.
            </summary>
        </member>
        <member name="T:UELib.NotifyObjectAddedEventHandler">
            <summary>
            Represents the method that will handle the UELib.UnrealPackage.NotifyObjectAdded
            event of a new added UELib.Core.UObject.
            </summary>
            <param name="sender">The source of the event.</param>
            <param name="e">A UELib.UnrealPackage.ObjectEventArgs that contains the event data.</param>
        </member>
        <member name="T:UELib.PackageEventHandler">
            <summary>
            Represents the method that will handle the UELib.UnrealPackage.NotifyPackageEvent
            event of a triggered event within the UELib.UnrealPackage.
            </summary>
            <param name="sender">The source of the event.</param>
            <param name="e">A UELib.UnrealPackage.PackageEventArgs that contains the event data.</param>
        </member>
        <member name="T:UELib.NotifyUpdateEvent">
            <summary>
            Represents the method that will handle the UELib.UnrealPackage.NotifyInitializeUpdate
            event of a UELib.Core.UObject update.
            </summary>
        </member>
        <member name="T:UELib.UnrealPackage">
            <summary>
            Represents data of a loaded unreal package. 
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.Signature">
            <summary>
            The signature of a 'Unreal Package'.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.VNAMEINDEX">
            <summary>
            All NameIndex diverse from the standard ReadIndex due an additional 32bit after each index targeted for names.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.VCLASSGROUP">
            <summary>
            New class modifier "ClassGroup(Name[,Name])"
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage._FullPackageName">
            <summary>
            The full name of this package including directory.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.OverrideVersion">
            <summary>
            For debugging purposes. Change this to override the present Version deserialized from the package.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.OverrideLicenseeVersion">
            <summary>
            For debugging purposes. Change this to override the present Version deserialized from the package.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.PackageFlags">
            <summary>
            The bitflags of this package.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage._HeaderSize">
            <summary>
            Size of the Header. Basically points to the first Object in the package.
            </summary>
        </member>
        <member name="M:UELib.UnrealPackage.WritePackageFlags">
            <summary>
            Writes the present PackageFlags to disk. HardCoded!
            
            Only supports UT2004.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.GUID">
            <summary>
            The guid of this package. Used to test if the package on a client is equal to the one on a server.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage._HeritageTableList">
            <summary>
            UE1- Only!
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.EngineVersion">
            <summary>
            The Engine version this package was created with
            UE3+ Only!
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.CookerVersion">
            <summary>
            The Cooker version this package was cooked with
            UE3+ Only!
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage._RegisteredClasses">
            <summary>
            Class types that should get added to the ObjectsList.
            </summary>
        </member>
        <member name="M:UELib.UnrealPackage.#ctor(UELib.UPackageStream)">
            <summary>
            Creates a new instance of the UELib.UnrealPackage class with a PackageStream and name. 
            </summary>
            <param name="stream">A loaded UELib.PackageStream.</param>
        </member>
        <member name="M:UELib.UnrealPackage.DeserializePackage(System.String,System.IO.FileAccess)">
            <summary>
            Load a package and return it with all the basic data that can be found in every unreal package.
            </summary>
            <param name="stream">A loaded UELib.PackageStream.</param>
            <returns>Deserialized UELib.UnrealPackage.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.InitializePackage(UELib.UnrealPackage.InitFlags)">
            <summary>
            Initializes all the objects that resist in this package as well tries to import deserialized data from imported objects.
            </summary>
            <param name="initFlags">A collection of initializing flags to notify what should be initialized.</param>
            <example>InitializePackage( UnrealPackage.InitFlags.All )</example>
        </member>
        <member name="M:UELib.UnrealPackage.ConstructObjects">
            <summary>
            Constructs all the objects based on data from _ExportTableList and _ImportTableList, and
            all constructed objects are added to the _ObjectsList.
            </summary>
        </member>
        <member name="M:UELib.UnrealPackage.DeserializeObjects">
            <summary>
            Deserializes all exported objects. 
            </summary>
        </member>
        <member name="M:UELib.UnrealPackage.ImportObjects">
            <summary>
            Tries to import necessary deserialized data from imported objects.
            </summary>
        </member>
        <member name="M:UELib.UnrealPackage.LinkObjects">
            <summary>
            Initializes all exported objects.
            </summary>
        </member>
        <member name="M:UELib.UnrealPackage.GetIndexObject(System.Int32)">
            <summary>
            Returns a Object that resides at the specified ObjectIndex.
            
            if index is positive a exported Object will be returned.
            if index is negative a imported Object will be returned.
            if index is zero null will be returned.
            </summary>
            <param name="objectIndex">The index of the Object in a tablelist.</param>
            <returns>The found UELib.Core.UObject if any.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.GetIndexObjectName(System.Int32)">
            <summary>
            Returns a Object name that resides at the specified ObjectIndex.
            </summary>
            <param name="objectIndex">The index of the object in a tablelist.</param>
            <returns>The found UELib.Core.UObject name if any.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.GetIndexName(System.Int32)">
            <summary>
            Returns a name that resides at the specified NameIndex.
            </summary>
            <param name="nameIndex">A NameIndex into the NameTableList.</param>
            <returns>The name at specified NameIndex.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.GetIndexTable(System.Int32)">
            <summary>
            Returns a UnrealTable that resides at the specified TableIndex.
            
            if index is positive a ExportTable will be returned.
            if index is negative a ImportTable will be returned.
            if index is zero null will be returned.
            </summary>
            <param name="tableIndex">The index of the Table.</param>
            <returns>The found UELib.Core.UnrealTable if any.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.FindObject(System.String,System.Type,System.Boolean)">
            <summary>
            Tries to find a UELib.Core.UObject with a specified name and type.
            </summary>
            <param name="objectName">The name of the object to find.</param>
            <param name="type">The type of the object to find.</param>
            <returns>The found UELib.Core.UObject if any.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.IsCooked">
            <summary>
            Tests the packageflags of this UELib.UnrealPackage instance whether it is cooked. 
            </summary>
            <returns>True if cooked or False if not.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.IsEncrypted">
            <summary>
            Tests the packageflags of this UELib.UnrealPackage instance whether it is encrypted. 
            </summary>
            <returns>True if encrypted or False if not.</returns>
        </member>
        <member name="M:UELib.UnrealPackage.ToString">
            <inheritdoc/>
        </member>
        <member name="P:UELib.UnrealPackage.GenerationsList">
            <summary>
            List of package generations.
            </summary>
        </member>
        <member name="P:UELib.UnrealPackage.NameTableList">
            <summary>
            List of unique unreal names.
            </summary>
        </member>
        <member name="P:UELib.UnrealPackage.ExportTableList">
            <summary>
            List of info about exported objects.
            </summary>
        </member>
        <member name="P:UELib.UnrealPackage.ImportTableList">
            <summary>
            List of info about imported objects.
            </summary>
        </member>
        <member name="P:UELib.UnrealPackage.DependsTableList">
            <summary>
            List of info about dependency objects.
            </summary>
        </member>
        <member name="P:UELib.UnrealPackage.ObjectsList">
            <summary>
            List of UObjects that were constructed by function ConstructObjects, later deserialized and linked.
            
            Includes Exports and Imports!.
            </summary>
        </member>
        <member name="E:UELib.UnrealPackage.NotifyObjectAdded">
            <summary>
            Called when an object is added to the ObjectsList via the AddObject function.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.GenerationInfo.ExportCount">
            <summary>
            Amount of exported objects that resist within a package.
            </summary>
        </member>
        <member name="F:UELib.UnrealPackage.GenerationInfo.NameCount">
            <summary>
            Amount of unique names that resist within a package.
            </summary>
        </member>
        <member name="T:UELib.UnrealPackage.InitFlags">
            <summary>
            A Collection of flags describing how a package should be initialized.
            </summary>
        </member>
        <member name="T:UELib.UnrealLoader">
            <summary>
            Provides static methods for loading unreal packages.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "F:UELib.UnrealLoader.CachedPackages" -->
        <member name="M:UELib.UnrealLoader.LoadPackage(System.String,System.IO.FileAccess)">
            <summary>
            Loads the given file specified by PackagePath and
            returns the serialized UnrealPackage.
            </summary>
        </member>
        <member name="M:UELib.UnrealLoader.LoadCachedPackage(System.String,System.IO.FileAccess)">
            <summary>
            Looks if the package is already loaded before by looking into the CachedPackages list first. 
            If it is not found then it loads the given file specified by PackagePath and returns the serialized UnrealPackage.
            </summary>
        </member>
        <member name="M:UELib.UnrealLoader.LoadFullPackage(System.String,System.IO.FileAccess)">
            <summary>
            Loads the given file specified by PackagePath and
            returns the serialized UnrealPackage with deserialized objects.
            </summary>
        </member>
        <member name="M:UELib.IUnrealStream.ReadName">
            <summary>
            Reads the next bytes as characters either in ASCII or Unicode with prefix string length.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.IUnrealStream.ReadObjectIndex">
            <summary>
            Reads the next bytes as a index to an Object.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.IUnrealStream.ReadNameIndex">
            <summary>
            Reads the next bytes as a index to an NameTable.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.IUnrealStream.ReadNameIndex(System.Int32@)">
            <summary>
            Reads the next bytes as a index to an NameTable.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.IUnrealStream.ReadIndex">
            <summary>
            Reads the next bytes as a index.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.IUnrealStream.ReadGuid">
            <summary>
            Reads the next 4 bytes as a ABCD guid converted to a string.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.IUnrealStream.ReadFloat">
            <summary>
            Reads the next 4 bytes as a float converted to an Unreal float format.
            </summary>
            <returns></returns>
        </member>
        <member name="P:UELib.IUnrealStream.Version">
            <summary>
            The version of the package this stream is working for.
            </summary>
        </member>
        <member name="T:UELib.UnrealReader">
            <summary>
            Wrapper for Streams with specific functions for deserializing UELib.UnrealPackage.
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        </member>
        <member name="M:UELib.UPackageStream.ReadFloat">
            <summary>
            Reads a float converted to a unreal float string format.
            
            Advances the position.
            </summary>
            <returns>the read float converted to a unreal float string format</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadByte">
            <summary>
            overidden: Reads a byte
            
            Advances the position.
            </summary>
            <returns>the read byte</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadUShort">
            <summary>
            Reads a Unsigned Integer of 16bits
            
            Advances the position.
            </summary>
            <returns>the read ushort</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadUInt32">
            <summary>
            Reads a Unsigned Integer of 32bits
            
            Advances the position.
            </summary>
            <returns>the read uint</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadUInt64">
            <summary>
            Reads a Unsigned Integer of 64bits
            
            Advances the position.
            </summary>
            <returns>the read ulong</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadInt32">
            <summary>
            Reads a Signed Integer of 32bits
            
            Advances the position.
            </summary>
            <returns>the read int</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadInt64">
            <summary>
            Reads a Signed Integer of 64bits
            
            Advances the position.
            </summary>
            <returns>the read long</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadName">
            <summary>
            Reads a Name/String with no known size, expecting that the next bytes are the size of the string.
            
            Advances the position.
            </summary>
            <returns>the read string without the end \0 char</returns>
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        <member name="M:UELib.UPackageStream.ReadASCIIString">
            <summary>
            Reads a string with no known length, ends when the first \0 char is reached.
            
            Advances the position.
            </summary>
            <returns>the read string</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadIndex">
            <summary>
            Unreal Engine 1 and 2
            Compact indices exist so that small numbers can be stored efficiently.
            An index named "Index" is stored as a series of 1-5 consecutive bytes.
            
            Unreal Engine 3
            The index is based on a Int32
            
            Advances the position.
            </summary>
            <returns>the read index</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadObjectIndex">
            <summary>
            Same as ReadIndex, just a placeholder for UE3 compatibly.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadNameIndex">
            <summary>
            Same as ReadIndex except this one handles differently if the version is something above UE3.
            </summary>
            <returns>The read 64bit index casted to a 32bit index.</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadNameIndex(System.Int32@)">
            <summary>
            Same as ReadIndex except this one handles differently if the version is something above UE3.
            </summary>
            <returns>The read 64bit index casted to a 32bit index.</returns>
        </member>
        <member name="M:UELib.UPackageStream.ReadGuid">
            <summary>
            Reads a Guid of type A-B-C-D.
            
            Advances the position.
            </summary>
            <returns>the read guid</returns>
        </member>
        <member name="M:UELib.UPackageStream.Skip(System.Int32)">
            <summary>
            Skip a amount of bytes.
            </summary>
        </member>
        <member name="M:UELib.UPackageStream.StartPeek">
            <summary>
            Start peeking, without advancing the stream position.
            </summary>
        </member>
        <member name="M:UELib.UPackageStream.StartPeek(System.Int64)">
            <summary>
            Start peeking, without advancing the stream position and start at a new position.
            </summary>
        </member>
        <member name="M:UELib.UPackageStream.EndPeek">
            <summary>
            Stop peeking, the original position is restored.
            </summary>
        </member>
        <member name="P:UELib.UPackageStream.Package">
            <summary>
            The package I am streaming for.
            </summary>
        </member>
        <member name="P:UELib.UPackageStream.Version">
            <inheritdoc/>
        </member>
        <member name="M:UELib.UObjectStream.ReadFloat">
            <summary>
            Reads a float converted to a unreal float string format.
            
            Advances the position.
            </summary>
            <returns>The read float converted to a unreal float string format</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadByte">
            <summary>
            overidden: Reads a byte
            
            Advances the position.
            </summary>
            <returns>the read byte</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadUShort">
            <summary>
            Reads a Unsigned Integer of 16bits
            
            Advances the position.
            </summary>
            <returns>the read ushort</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadUInt32">
            <summary>
            Reads a Unsigned Integer of 32bits
            
            Advances the position.
            </summary>
            <returns>the read uint</returns>
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        <member name="M:UELib.UObjectStream.ReadUInt64">
            <summary>
            Reads a Unsigned Integer of 64bits
            
            Advances the position.
            </summary>
            <returns>the read ulong</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadInt32">
            <summary>
            Reads a Signed Integer of 32bits
            
            Advances the position.
            </summary>
            <returns>the read int</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadInt64">
            <summary>
            Reads a Signed Integer of 64bits
            
            Advances the position.
            </summary>
            <returns>the read long</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadName">
            <summary>
            Reads a Name/String with no known size, expecting that the next bytes are the size of the string.
            
            Advances the position.
            </summary>
            <returns>the read string without the end \0 char</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadASCIIString">
            <summary>
            Reads a string with no known length, ends when the first \0 char is reached.
            
            Advances the position.
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            <returns>the read string</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadIndex">
            <summary>
            Unreal Engine 1 and 2
            Compact indices exist so that small numbers can be stored efficiently.
            An index named "Index" is stored as a series of 1-5 consecutive bytes.
            
            Unreal Engine 3
            The index is based on a Int32
            
            Advances the position.
            </summary>
            <returns>the read index</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadObjectIndex">
            <summary>
            Same as ReadIndex, just a placeholder for UE3 compatibly.
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadNameIndex">
            <summary>
            Same as ReadIndex except this one handles differently if the version is something above UE3.
            </summary>
            <returns>The read 64bit index casted to a 32bit index.</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadNameIndex(System.Int32@)">
            <summary>
            Same as ReadIndex except this one handles differently if the version is something above UE3.
            </summary>
            <returns>The read 64bit index casted to a 32bit index.</returns>
        </member>
        <member name="M:UELib.UObjectStream.ReadGuid">
            <summary>
            Reads a Guid of type A-B-C-D.
            
            Advances the position.
            </summary>
            <returns>the read guid</returns>
        </member>
        <member name="M:UELib.UObjectStream.Skip(System.Int32)">
            <summary>
            Skip a amount of bytes.
            </summary>
            <param name="bytes">The amount of bytes to skip.</param>
        </member>
        <member name="M:UELib.UObjectStream.StartPeek">
            <summary>
            Start peeking, without advancing the stream position.
            </summary>
        </member>
        <member name="M:UELib.UObjectStream.StartPeek(System.Int64)">
            <summary>
            Start peeking, without advancing the stream position, and start at a new position.
            </summary>
            <param name="peekPosition">The initial start position.</param>
        </member>
        <member name="M:UELib.UObjectStream.EndPeek">
            <summary>
            Stop peeking, the original position is restored.
            </summary>
        </member>
        <member name="P:UELib.UObjectStream.Package">
            <summary>
            The package I am streaming for.
            </summary>
        </member>
        <member name="P:UELib.UObjectStream.Version">
            <inheritdoc/>
        </member>
        <member name="T:UELib.Tokens.ExprToken">
            <summary>
            A collection of tokens describing a expression.
            
            The redefined tokens are not valid if the past token expression was a PrimitiveCast/RotatorToVector expression.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.LocalVariable">
            UNTACKLED TOKENS
            ValidateObject
            ResizeString	
            BeginFunction	
        </member>
        <member name="F:UELib.Tokens.ExprToken.PrimitiveCast">
            <summary>
            Redefined(RotatorToVector)
            
            UE1:RotatorToVector	cast.
            UE2+:Meaning the next bytecode token is the cast version rather than the other meaning.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.ReturnNothing">
            <summary>
            Redefined(DynArrayRemove)
            
            UE1:ByteToInt cast.
            UE2:ReturnNothing
            UE3:ReturnNothing if previous token is a ReturnToken, DynArrayRemove when not.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.Conditional">
            <summary>
            An alternative to Else-If statements using A ? B : C;.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.DynArrayFind">
            <summary>
            Find a item within an Array.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.FunctionEnd">
            <summary>
            Redefined(ObjectToBool,DynArrayFind)
            
            UE1:As a ObjectToBool cast.
            UE2:As a indication of function end(unless preceded by PrimitiveCast then it is treat as a ObjectToBool).
            UE3:See DynArrayFind(See EndOfScript).
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.DynArrayFindStruct">
            <summary>
            Find a item within a struct in an Array.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.Eval">
            <summary>
            In some Unreal Engine 2 games, see Conditional for Unreal Engine 3.
            
            An alternative to Else-If statements using A ? B : C;.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.OutVariable">
            <summary>
            Reference to a property with the Out modifier.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.DefaultParmValue">
            <summary>
            Default value of a parameter property.
            </summary>
        </member>
        <member name="F:UELib.Tokens.ExprToken.NoParm">
            <summary>
            No parameter value was given e.g: Foo( Foo,, Foo ); 
            </summary>
        </member>
        <member name="T:UELib.Tokens.CastToken">
            <summary>
            A collection of tokens describing a cast.
            
            The redefined tokens are only valid if the past token expression was PrimitiveCast/RotatorToVector.
            </summary>
        </member>
        <member name="T:UELib.IUnrealExportable">
            <summary>
            This class is exportable into an non-unreal format
            </summary>
        </member>
        <member name="T:UELib.Core.UMetaData">
            <summary>
            Represents metadata from field(Properties,Enums,Structs and Constants) objects. 
            </summary>
        </member>
        <member name="M:UELib.Core.UMetaData.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            Meta Count _MetaFields.Count
            	
            "ForEach _MetaFields"
            
            	fieldname+Field.Decompile()
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.Core.UMetaData.UMetaField.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            LeftArrow
            	"ForEach MetaTags"
            	Tag.Decompile()|
            RightArrow
            </summary>
            <returns></returns>
        </member>
        <member name="M:UELib.Core.UMetaData.UMetaTag.Decompile">
            <summary>
            Decompiles this object into a text format of:
            
            TagName=TagValue
            </summary>
            <returns></returns>
        </member>
        <member name="T:UELib.Core.UArray`1">
            <summary>
            Represents a strongly typed array of serializable classes that can be accessed by index. 
            Provides methods to serialize from a specified stream. 
            </summary>
            <typeparam name="T">T must have interface UELib.IUnrealSerializableClass and have default empty constructor.</typeparam>
        </member>
        <member name="M:UELib.Core.UArray`1.#ctor">
            <summary>
            Initializes a new instance of the UELib.Core.UArray'T' class
            that is empty and has the default initial capacity.
            </summary>
        </member>
        <member name="M:UELib.Core.UArray`1.#ctor(UELib.IUnrealStream)">
            <summary>
            Initialize a new instance based from the specified stream.
            </summary>
            <param name="stream">The stream to use for initializing this array.</param>
        </member>
        <member name="M:UELib.Core.UArray`1.#ctor(UELib.IUnrealStream,System.Int32)">
            <summary>
            Initialize a new instance based from the specified stream.
            </summary>
            <param name="stream">The stream to use for initializing this array.</param>
        </member>
        <!-- Badly formed XML comment ignored for member "M:UELib.Core.UArray`1.#ctor(System.Collections.Generic.IEnumerable{`0})" -->
        <member name="M:UELib.Core.UArray`1.Deserialize(UELib.IUnrealStream)">
            <summary>
            Initialize this array with items in the specified stream.
            </summary>
            <param name="stream">The stream to use for initializing this array.</param>
        </member>
        <member name="M:UELib.Core.UArray`1.Deserialize(UELib.IUnrealStream,System.Int32)">
            <summary>
            Initialize this array with items in the specified stream.
            </summary>
            <param name="stream">The stream to use for initializing this array.</param>
        </member>
        <member name="M:UELib.Core.UArray`1.Deserialize(UELib.IUnrealStream,System.Action{`0})">
            <summary>
            Initialize this array with items in the specified stream.
            </summary>
            <param name="stream">The stream to use for initializing this array.</param>
            <param name="action">The action to invoke before serializing a item.</param>
        </member>
        <member name="T:UELib.IDecompilableNode">
            <summary>
            Allows an object to be tested whether it can may be decompiled.
            </summary>
        </member>
        <member name="P:UELib.IDecompilableNode.AllowDecompile">
            <summary>
            Whether the node allows decompiling a.t.m.
            </summary>
        </member>
        <member name="T:UELib.IDecompilableObjectNode">
            <summary>
            Allows a node to be attached with a decompileable object.
            </summary>
        </member>
        <member name="P:UELib.IDecompilableObjectNode.Object">
            <summary>
            The decompileable object that will be decompiled when this object's Decompile() function is called.
            </summary>
        </member>
        <member name="P:UELib.IDecompilableObjectNode.CanViewBuffer">
            <summary>
            Whether the object has a byte's buffer.
            </summary>
        </member>
        <member name="T:UELib.UnrealMethods">
            <summary>
            Provides static methods for formating flags.
            </summary>
        </member>
        <member name="T:UELib.Flags.PackageFlags">
            <summary>
            Flags describing an package instance.
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.AllowDownload">
            <summary>
            Whether clients are allowed to download the package from the server.
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.ClientOptional">
            <summary>
            Whether clients can skip downloading the package but still able to join the server.
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.ServerSideOnly">
            <summary>
            Only necessary to load on the server.
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.Cooked">
            <summary>
            The package is cooked.
            </summary>
        </member>
        <!-- Badly formed XML comment ignored for member "F:UELib.Flags.PackageFlags.Unsecure" -->
        <!-- Badly formed XML comment ignored for member "F:UELib.Flags.PackageFlags.Encrypted" -->
        <member name="F:UELib.Flags.PackageFlags.Need">
            <summary>
            Clients must download the package.
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.Map">
            Package holds map data.
        </member>
        <member name="F:UELib.Flags.PackageFlags.Script">
            <summary>
            Package contains classes.
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.Debug">
            <summary>
            The package was build with -Debug
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.NoExportsData">
            <summary>
            Whether package has metadata exported(anything related to the editor).
            </summary>
        </member>
        <member name="F:UELib.Flags.PackageFlags.Stripped">
            <summary>
            Package's source is stripped.
            </summary>
        </member>
        <member name="T:UELib.Flags.ObjectFlagsLO">
            <summary>
            Flags describing an object instance.
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            </summary>
        </member>
        <member name="T:UELib.Flags.ObjectFlagsHO">
            <summary>
            Flags describing an object instance(32-64 part) (In Unreal Engine 3 2006+ builds only).
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            </summary>
        </member>
        <member name="T:UELib.Flags.FunctionFlags">
            <summary>
            Flags describing an function instance.
            </summary>
        </member>
        <member name="T:UELib.Flags.PropertyFlagsLO">
            <summary>
            Flags describing an property instance.
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            </summary>
        </member>
        <member name="F:UELib.Flags.PropertyFlagsLO.OptionalParm">
            <summary>
            The parameter is optional. 
            </summary>
        </member>
        <member name="F:UELib.Flags.PropertyFlagsLO.ReturnParm">
            <summary>
            The property is a return type
            </summary>
        </member>
        <member name="F:UELib.Flags.PropertyFlagsLO.Input">
            <summary>
            UE2
            </summary>
        </member>
        <member name="F:UELib.Flags.PropertyFlagsLO.Component">
            <summary>
            The property is a component.
            
            => UE3
            </summary>
        </member>
        <member name="T:UELib.Flags.PropertyFlagsHO">
            <summary>
            Flags describing an property instance.
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            </summary>
        </member>
        <member name="T:UELib.Flags.StateFlags">
            <summary>
            Flags describing an state instance.
            </summary>
        </member>
        <member name="T:UELib.Flags.ClassFlags">
            <summary>
            Flags describing an class instance.
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            	
            @Moved( Version, New )
            	The flag was moved since (Version) to a different value (New)
            </summary>
        </member>
        <member name="T:UELib.Flags.StructFlags">
            <summary>
            Flags describing an struct instance.
            
            Note:
            	This is valid for UE3 as well unless otherwise noted.
            	
            @Redefined( Version, Clone )
            	The flag is redefined in (Version) as (Clone)
            	
            @Removed( Version )
            	The flag is removed in (Version)
            </summary>
        </member>
    </members>
</doc>
