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Unreal Engine C++ API Reference > Plugins > DataRegistry
Inheritance Hierarchy
- UDeveloperSettings
- UDataRegistrySettings
References
Module | DataRegistry |
Header | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySettings.h |
Include | #include "DataRegistrySettings.h" |
Syntax
UCLASS (Config=Game, defaultconfig, Meta=(DisplayName="Data Registry"))
class UDataRegistrySettings : public UDeveloperSettings
Remarks
Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules
Variables
Type | Name | Description | |
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bool | bIgnoreMissingCookedAssetRegistryData | If true, cooked builds will ignore errors with missing AssetRegistry data for specific registered assets like DataTables as it may have been stripped out |
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bool | bInitializeAllLoadedRegistries | If false, only registry assets inside DirectoriesToScan will be initialized. |
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TArray< FDirectoryPath > | DirectoriesToScan | List of directories to scan for data registry assets |
Functions
Type | Name | Description | |
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bool | Return true if we are allowed to ignore missing asset registry data based on settings and build | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |