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Unreal Engine C++ API Reference > Plugins > DataRegistry
Inheritance Hierarchy
- UObject
- UDataRegistrySource
- UDataRegistrySource_CurveTable
- UDataRegistrySource_DataTable
- UMetaDataRegistrySource
- UMetaDataRegistrySource_CurveTable
- UMetaDataRegistrySource_DataTable
References
Module | DataRegistry |
Header | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource.h |
Include | #include "DataRegistrySource.h" |
Syntax
UCLASS (Abstract, EditInlineNew, DefaultToInstanced, Within=DataRegistry, CollapseCategories)
class UDataRegistrySource : public UObject
Remarks
Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs
Variables
Type | Name | Description | |
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bool | bIsInitialized | True if this is currently considered to be initialized |
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TObjectPtr< UDataRegistrySource > | ParentSource | What data source we were created from, if this is a transient source |
Functions
Type | Name | Description | |
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bool | AcquireItem
(
FDataRegistrySourceAcquireRequest&& Request |
Call to start an acquire request |
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void | AddRuntimeSources
(
TArray< UDataRegistrySource* >& OutRuntimeSources |
Gets the list of runtime sources that should be registered for this source, will either be itself or a list of children |
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UDataRegistrySource * | CreateTransientSource
(
TSubclassOf< UDataRegistrySource > SourceClass |
Creates a new runtime source, but does not register it yet |
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void | Deinitialize () |
Called on editor-defined sources to disable access and restore to state before initialization, won't do anything if not initialized |
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void | Called on editor-defined states to check to check a source is still valid after major changes | |
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FString | Return a useful debug name for this source | |
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EDataRegistryAvailability | GetItemAvailability
(
const FName& ResolvedName, |
Returns availability of individual item, also get raw memory address if available |
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const UScriptStruct * | Gets structure from parent registry | |
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UDataRegistrySource * | Returns the editor-defined source, which is either this or the parent source | |
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const UDataRegistry * | GetRegistry () |
The outer for this should always be a Registry |
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UDataRegistry * | GetRegistry () |
|
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void | GetResolvedNames
(
TArray< FName >& Names |
Fills in set of all names provided by this source |
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FSoftObjectPath | Returns the path to the underlying source asset (data table, curve table, etc.) if there is one | |
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EDataRegistryAvailability | Returns how available this data is generally | |
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void | HandleAcquireResult
(
const FDataRegistrySourceAcquireRequest& Request, |
Call to indicate that a item is available, will insert into cache |
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bool | Initialize () |
Called on editor-defined sources to initialize this source so it is ready to take requests |
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bool | Returns true if this state has been initialized for use | |
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bool | IsSpecificAssetRegistered
(
const FSoftObjectPath& AssetPath |
Returns true if this asset is already registered with this source |
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bool | Returns true if this is a runtime-only source | |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
|
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void | Called to regenerate runtime sources if needed, won't do anything for simple sources | |
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EDataRegistryRegisterAssetResult | RegisterSpecificAsset
(
const FAssetData& AssetData, |
Attempt to register a specified asset with a source, returns an EDataRegistryRegisterAssetResult, indicating whether the asset was registered or not. |
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void | Called on runtime sources to reset caches and related state because game has ended or registry settings have changed | |
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bool | Resets transient source so it can be correctly garbage collected | |
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void | TimerUpdate
(
float CurrentTime, |
Called by owning source as periodic update, can release resources or refresh connections |
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int32 | UnregisterAssetsWithPriority
(
int32 AssetPriority |
Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. |
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bool | UnregisterSpecificAsset
(
const FSoftObjectPath& AssetPath |
Removes references to a specific asset, returns bool if it was removed |