Navigation
API > API/Plugins > API/Plugins/DataRegistry
Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules
| Name | UDataRegistrySettings |
| Type | class |
| Header File | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySettings.h |
| Include Path | #include "DataRegistrySettings.h" |
Syntax
UCLASS (MinimalAPI, Config=Game, defaultconfig, Meta=(DisplayName="Data Registry"))
class UDataRegistrySettings : public UDeveloperSettings
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDeveloperSettings → UDataRegistrySettings
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bDelayLoadingDataRegistriesUntilPIE | bool | If true, in the editor data registry assets will be loaded before the first PIE instead of during startup | DataRegistrySettings.h |
|
| bIgnoreMissingCookedAssetRegistryData | bool | If true, cooked builds will ignore errors with missing AssetRegistry data for specific registered assets like DataTables as it may have been stripped out | DataRegistrySettings.h |
|
| bInitializeAllLoadedRegistries | bool | If false, only registry assets inside DirectoriesToScan will be initialized. | DataRegistrySettings.h |
|
| DirectoriesToScan | TArray< FDirectoryPath > | List of directories to scan for data registry assets | DataRegistrySettings.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanIgnoreMissingAssetData() |
Return true if we are allowed to ignore missing asset registry data based on settings and build | DataRegistrySettings.h |
Overridden from UDeveloperSettings
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
DataRegistrySettings.h |