Navigation
| Name | DataRegistry |
| Type | Runtime |
| Part of Plugins | Data Registry |
| Location | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/ |
| Module Build Rules | DataRegistry.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FDataRegistryItemAcquiredBPCallback | Blueprint delegate called when item is loaded, you will need to re-query the cache |
| FDataRegistryModule | Module logic, most of the time you want to access DataRegistrySubsystem directly |
| UDataRegistry | Defines a place to efficiently store and retrieve structure data, can be used as a wrapper around Data/Curve Tables or extended with other sources |
| UDataRegistrySettings | Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules |
| UDataRegistrySource | Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs |
| UDataRegistrySource_CurveTable | Data source that loads from a specific curve table asset |
| UDataRegistrySource_DataTable | Data source that loads from a specific data table containing the same type of structs as the registry |
| UDataRegistrySubsystem | Singleton manager that provides synchronous and asynchronous access to data registries |
| UMetaDataRegistrySource | Base class for a data source that generates additional data sources at runtime |
| UMetaDataRegistrySource_CurveTable | Meta source that will generate CurveTable sources at runtime based on a directory scan or asset registration |
| UMetaDataRegistrySource_DataTable | Meta source that will generate DataTable sources at runtime based on a directory scan or asset registration |
Structs
| Name | Remarks |
|---|---|
| FDataRegistryAcquireResult | Result struct for acquiring, this should never be stored long term and the memory is only valid in the current stack frame |
| FDataRegistryCacheGetResult | Information about success and usage safety of cache queries |
| FDataRegistryCachePolicy | Rules to use when deciding how to unload registry items and related assets |
| FDataRegistryId | Identifier for a specific DataRegistryItem, provides the user with a Tag or dropdown-based UI for selecting based on the available index info |
| FDataRegistryIdFormat | Struct representing how a unique id is formatted and picked in the editor |
| FDataRegistryLookup | A resolved unique id for a specific source, explains how to look it up. |
| FDataRegistryOrTableRow | Defines a DataRegistryId or DataTableRowHandle with a common interface to both |
| FDataRegistryRequestId | Simple unique id for an acquire request |
| FDataRegistryResolver | Abstract structure used to resolve data registry IDs by game or plugin-specific systems |
| FDataRegistryResolverScope | Scope object to set a temporary resolver, or register a global one |
| FDataRegistrySource_DataTableRules | Rules struct for data table access |
| FDataRegistrySourceAcquireRequest | Simple struct describing an acquire request, can be subclassed by different sources |
| FDataRegistrySourceItemId | A debugging/editor struct used to describe the source for a single data registry item |
| FDataRegistryType | A DataRegistry item is an arbitrary USTRUCT representing a specific piece of data, that can be acquired from many possible sources, cached, and returned to requesting code. |
| FSoftDataRegistryOrTable | Defines a DataRegistry or a DataTable with a common interface to both |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FDataRegistryBatchAcquireCallback | TBaseDelegate_OneParam< void, EDataRegistryAcquireStatus > | Delegate called in C++ when multiple items are acquired, returns worst error experienced | DataRegistryTypes.h |
| FDataRegistryCacheVersionCallback | TMulticastDelegate_OneParam< void, class UDataRegistry * > | Multicast delegate broadcast called when a data registry's cache version has changed | DataRegistryTypes.h |
| FDataRegistryItemAcquiredCallback | TBaseDelegate_OneParam< void, const FDataRegistryAcquireResult & > | Delegate called in C++ when item is loaded | DataRegistryTypes.h |
| FDataRegistrySubsystemInitializedCallback | TMulticastDelegate_NoParams< void > | Multicast delegate broadcast called when the data registry subsystem has finished scanning for and initializing all known data registries | DataRegistryTypes.h |
| FPreLoadAllDataRegistriesCallback | TMulticastDelegate_NoParams< void > | Multicast delegate broadcast called before the data registry subsystem loads all registries | DataRegistryTypes.h |
Enums
Public
| Name | Remarks |
|---|---|
| EDataRegistryAcquireStatus | State of a registry async request |
| EDataRegistryAvailability | General rule about how hard it is to access an item, with later entries being the most available and faster to access |
| EDataRegistryCacheGetStatus | Information about the cache status of an item |
| EDataRegistryCacheVersionSource | Where the cache version comes from, the upper values of this can be used for game-specific sources |
| EDataRegistryRegisterAssetResult | Error code returned when attempting to register a specific asset. |
| EDataRegistrySubsystemGetItemResult | Enum used to indicate success or failure of finding a data registry item |
| EMetaDataRegistrySourceAssetUsage | Rules specifying how a meta source will deal with assets, arranged as a semi-bitfield |