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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/Kismet2 > API/Editor/UnrealEd/Kismet2/FBlueprintCompileReinstancer
References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetReinstanceUtilities.h |
| Include | #include "Kismet2/KismetReinstanceUtilities.h" |
| Source | /Engine/Source/Editor/UnrealEd/Private/Kismet2/KismetReinstanceUtilities.cpp |
static void PreCreateSubObjectsForReinstantiation
(
const TMap < UClass *, UClass * > & OldToNewClassMap,
UObject * OldObject,
UObject * NewUObject,
TMap < UObject *, UObject * > & CreatedInstanceMap,
const TMap < UObject *, UObject * > * OldToNewInstanceMap
)
Remarks
This method will pre-create all non-default sub object needed for a re-instantiation, what is left is to CopyPropertiesForUnrelatedObjects on the created instances map to finish the re-instancing If the re-instancing is done in a big batch and part to the sub object might already be re-instantiated, you will need to provide those via the OldToNewInstanceMap
Parameters
| Name | Description |
|---|---|
| OldToNewClassMap | in case there are subobject that will need new class type |
| OldObject | to pre-create its non-default sub objects |
| NewUObject | where to store those pre-created sub objects |
| CreatedInstanceMap | in/out of the result of all of the pre-created objects |
| OldToNewInstanceMap | optional parameter of the possible re-instanced sub objects if any |