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API > API/Editor > API/Editor/SubobjectDataInterface
References
| Module | SubobjectDataInterface |
| Header | /Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h |
| Include | #include "SubobjectData.h" |
Syntax
USTRUCT (BlueprintType )
struct FSubobjectData
Remarks
A struct that represents a single subobject. This can be anything, but are most commonly components attached to an actor instance or blueprint. Keeps track of the handles to its parent object and any child that it has.
If you wish to modify a subobject, use the SubobjectDataSubsystem.
Constructors
| Type | Name | Description | |
|---|---|---|---|
FSubobjectData
(
UObject* ContextObject, |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanCopy () |
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| bool | CanDelete () |
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| bool | CanDuplicate () |
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| bool | CanEdit () |
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| bool | CanRename () |
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| bool | CanReparent () |
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| FSubobjectDataHandle | FindChild
(
const FSubobjectDataHandle& ChildHandle |
Attempt to find the given handle in out child array and return a pointer to it. | |
| FSubobjectDataHandle | FindChildByObject
(
UObject* ContextObject |
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| const UActorComponent * | FindComponentInstanceInActor
(
const AActor* InActor |
||
| FText | |||
| FText | GetAssetName () |
Get the asset name of this subobject from the asset brokerage | |
| FText | GetAssetPath () |
Get the asset path of this subobject from the asset brokerage | |
| UBlueprint * | GetBlueprint () |
||
| UBlueprint * | |||
| const TArray< FSubobjectDataHandle > & | |||
| FText | Retrieves a tooltip text describing if the component is marked Editor only or not | ||
| const UActorComponent * | GetComponentTemplate
(
bool bEvenIfPendingKill |
Deliberately non-virtual, for performance reasons. | |
| FText | |||
| FText | GetDisplayNameContextModifiers
(
bool bShowNativeComponentNames |
Returns a string that gives details about this subobject. | |
| FString | GetDisplayString
(
bool bShowNativeComponentNames |
||
| FText | Get the display name of this subobject that should be used during drag/drop operations | ||
| FSubobjectDataHandle | GetHandle () |
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| FText | Retrieves tooltip text describing where the component was first introduced (for inherited components). | ||
| FText | Retrieves tooltip text describing the specified component's mobility. | ||
| const T * | GetObject
(
bool bEvenIfPendingKill |
Deliberately non-virtual, for performance reasons. | |
| const UObject * | GetObject
(
bool bEvenIfPendingKill |
||
| const UObject * | GetObjectForBlueprint
(
UBlueprint* Blueprint |
May not be the same as the value returned by GetObject(). | |
| const T * | GetObjectForBlueprint
(
UBlueprint* Blueprint |
||
| FSubobjectData * | |||
| FSubobjectDataHandle | |||
| FSubobjectDataHandle | Walks the parent heirarchy and returns the root subobject in this case | ||
| FName | |||
| FText | Sockets for attaching in the viewport. | ||
| FName | |||
| bool | HasChild
(
const FSubobjectDataHandle& ChildHandle |
Return true if the given handle is a child of this subobject. | |
| bool | HasParent () |
||
| bool | |||
| bool | IsActor () |
||
| bool | Returns true if the asset this object represents is visible | ||
| bool | IsAttachedTo
(
const FSubobjectDataHandle& InHandle |
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| bool | |||
| bool | IsChildActor () |
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| bool | Returns true if this subobject is a part of a child actor's hierarchy and not the root actor. | ||
| bool | IsComponent () |
Returns true if this subobject is a component. | |
| bool | |||
| bool | |||
| bool | |||
| bool | |||
| bool | True if this subobject is an instance of an inherited component (its owner is an instanced actor) | ||
| bool | |||
| bool | IsRootActor () |
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| bool | |||
| bool | |||
| bool | IsValid () |
True if this subobject's handle is valid | |
| bool | Returns true if the component template's FName starts with USceneComponent::GetDefaultSceneRootVariableName | ||
| void | SetSocketName
(
FName InNewName |
||
| void | SetupAttachment
(
FName SocketName, |