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UAudioGameplayTagCacheSubsystem - Per world subsystem used to persist gameplay tags that are expensive to construct dynamically from parts
| Name | UAudioGameplayTagCacheSubsystem |
| Type | class |
| Header File | /Engine/Plugins/AudioGameplay/Source/AudioGameplay/Public/AudioGameplayTagCacheSubsystem.h |
| Include Path | #include "AudioGameplayTagCacheSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UAudioGameplayTagCacheSubsystem : public UWorldSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UAudioGameplayTagCacheSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UAudioGameplayTagCacheSubsystem() |
AudioGameplayTagCacheSubsystem.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~UAudioGameplayTagCacheSubsystem() |
AudioGameplayTagCacheSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
AudioGameplayTagCacheSubsystem.h | ||
FGameplayTagMap & GetTagCache() |
AudioGameplayTagCacheSubsystem.h | ||
virtual bool ShouldCreateSubsystem
(
UObject* Outer |
AudioGameplayTagCacheSubsystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UAudioGameplayTagCacheSubsystem * Get
(
const UWorld* WorldContext |
AudioGameplayTagCacheSubsystem.h |