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 |