Navigation
API > API/Editor > API/Editor/SubobjectDataInterface
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEngineSubsystem
- USubobjectDataSubsystem
References
| Module | SubobjectDataInterface |
| Header | /Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h |
| Include | #include "SubobjectDataSubsystem.h" |
Syntax
class USubobjectDataSubsystem : public UEngineSubsystem
Remarks
The Subobject Data Subsystem will produce the reflected subobject data based on a given root object. A root object can be anything, an actor instance clicked on via the level editor, a UBlueprint* by opening an asset, or something piped in from python or other scripting languages.
Functions
| Type | Name | Description | |
|---|---|---|---|
| FSubobjectDataHandle | AddNewSubobject
(
const FAddNewSubobjectParams& Params, |
Add a new subobject as a child to the given parent object | |
| bool | AttachSubobject
(
const FSubobjectDataHandle& OwnerHandle, |
Add the given subobject to a new owner. | |
| FScopedTransaction * | BeginTransaction
(
const TArray< FSubobjectDataHandle >& Handles, |
||
| bool | CanCopySubobjects
(
const TArray< FSubobjectDataHandle >& Handles |
Returns true if the given array of handles represents subobjects that can be copied. | |
| bool | CanPasteSubobjects
(
const FSubobjectDataHandle& RootHandle, |
||
| bool | ChangeSubobjectClass
(
const FSubobjectDataHandle& Handle, |
Attempts to change the subclass of a native component | |
| void | CopySubobjects
(
const TArray< FSubobjectDataHandle >& Handles, |
||
| UClass * | CreateNewBPComponent
(
TSubclassOf< UActorComponent > ComponentClass, |
Creates a new Blueprint component from the specified class type The user will be prompted to pick a new subclass name and a blueprint asset will be created | |
| UClass * | CreateNewCPPComponent
(
TSubclassOf< UActorComponent > ComponentClass, |
Creates a new C++ component from the specified class type The user will be prompted to pick a new subclass name and code will be recompiled | |
| int32 | DeleteSubobject
(
const FSubobjectDataHandle& ContextHandle, |
Attempts to delete the given subobject from its blueprint context | |
| int32 | DeleteSubobjects
(
const FSubobjectDataHandle& ContextHandle, |
Attempts to delete the given array of subobjects from their context | |
| int32 | DeleteSubobjects
(
const FSubobjectDataHandle& ContextHandle, |
Attempts to delete the given array of subobjects from their context | |
| bool | DetachSubobject
(
const FSubobjectDataHandle& OwnerHandle, |
Remove the child subobject from the owner | |
| void | DuplicateSubobjects
(
const FSubobjectDataHandle& Context, |
Duplicate the given array of subobjects on the context. | |
| FSubobjectDataHandle | FindHandleForObject
(
const FSubobjectDataHandle& Context, |
Attempt to find an existing handle for the given object. | |
| FSubobjectDataHandle | FindSceneRootForSubobject
(
const FSubobjectDataHandle& InHandle |
Find the scene root for a given subobject handle. | |
| void | GatherSubobjectData
(
UObject* Context, |
Gather all subobjects that the given UObject context has. | |
| USubobjectDataSubsystem * | Get () |
Static wrapper for getting this engine subsystem. | |
| FSubobjectDataHandle | GetActorRootHandle
(
const FSubobjectDataHandle& StartingHandle |
Walk the hierarchy up to find the AActor root for the given handle | |
| FSubobjectFactoryManager * | |||
| bool | IsValidRename
(
const FSubobjectDataHandle& Handle, |
Returns true if the given new text is a valid option to rename the subobject with the given handle. | |
| int32 | K2_DeleteSubobjectFromInstance
(
const FSubobjectDataHandle& ContextHandle, |
Attempts to delete the given subobject from its context | |
| int32 | K2_DeleteSubobjectsFromInstance
(
const FSubobjectDataHandle& ContextHandle, |
Attempts to delete the given array of subobjects from their context | |
| bool | K2_FindSubobjectDataFromHandle
(
const FSubobjectDataHandle& Handle, |
Attempt to find the subobject data for a given handle. | |
| void | K2_GatherSubobjectDataForBlueprint
(
UBlueprint* Context, |
Gather all subobjects that the given Blueprint context has. | |
| void | K2_GatherSubobjectDataForInstance
(
AActor* Context, |
Gather all subobjects that the given actor instance has. | |
| bool | MakeNewSceneRoot
(
const FSubobjectDataHandle& Context, |
||
| FOnNewSubobjectAdded & | Delegate invoked when a new subobject is successfully added | ||
| void | PasteSubobjects
(
const FSubobjectDataHandle& PasteToContext, |
||
| bool | RenameSubobject
(
const FSubobjectDataHandle& Handle, |
Attempts to rename the given subobject to the new name. | |
| void | RenameSubobjectMemberVariable
(
UBlueprint* BPContext, |
||
| bool | ReparentSubobject
(
const FReparentSubobjectParams& Params, |
Attempts to reparent the given subobject to the new parent | |
| bool | ReparentSubobjects
(
const FReparentSubobjectParams& Params, |
Attempts to reparent all subobjects in the HandlesToMove array to the new parent handle. |
Overridden from USubsystem
| Type | Name | Description | |
|---|---|---|---|
| void | Deinitialize () |
Implement this for deinitialization of instances of the system | |
| void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |