Navigation
API > API/Editor > API/Editor/SubobjectDataInterface
Options when adding a new subobject
| Name | FAddNewSubobjectParams |
| Type | struct |
| Header File | /Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h |
| Include Path | #include "SubobjectDataSubsystem.h" |
Syntax
USTRUCT (BlueprintType , Category="SubobjectDataSubsystem")
struct FAddNewSubobjectParams
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FAddNewSubobjectParams() |
SubobjectDataSubsystem.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetOverride | UObject * | Specific asset to use instead of the selected asset in the content browser | SubobjectDataSubsystem.h | |
| bConformTransformToParent | uint8 | Whether the newly created component should keep its transform, or conform it to its parent | SubobjectDataSubsystem.h |
|
| BlueprintContext | TObjectPtr< UBlueprint > | Pointer to the blueprint context that this subobject is in. | SubobjectDataSubsystem.h |
|
| bSkipMarkBlueprintModified | uint8 | Optionally skip marking this blueprint as modified (e.g. if we're handling that externally | SubobjectDataSubsystem.h |
|
| NewClass | TObjectPtr< UClass > | The class of the new subobject that will be added | SubobjectDataSubsystem.h |
|
| ParentHandle | FSubobjectDataHandle | SubobjectDataSubsystem.h |
|