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API > API/Plugins > API/Plugins/DataRegistry
Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs
| Name | UDataRegistrySource |
| Type | class |
| Header File | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource.h |
| Include Path | #include "DataRegistrySource.h" |
Syntax
UCLASS (MinimalAPI, Abstract, EditInlineNew, DefaultToInstanced, Within=DataRegistry,
CollapseCategories)
class UDataRegistrySource : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataRegistrySource
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AcquireItem
(
FDataRegistrySourceAcquireRequest&& Request |
Call to start an acquire request | DataRegistrySource.h | |
virtual 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 | DataRegistrySource.h | |
virtual void Deinitialize() |
Called on editor-defined sources to disable access and restore to state before initialization, won't do anything if not initialized | DataRegistrySource.h | |
virtual void EditorRefreshSource() |
Called on editor-defined states to check to check a source is still valid after major changes | DataRegistrySource.h | |
virtual FString GetDebugString() |
Return a useful debug name for this source | DataRegistrySource.h | |
virtual EDataRegistryAvailability GetItemAvailability
(
const FName& ResolvedName, |
Returns availability of individual item, also get raw memory address if available | DataRegistrySource.h | |
const UScriptStruct * GetItemStruct() |
Gets structure from parent registry | DataRegistrySource.h | |
virtual UDataRegistrySource * GetOriginalSource() |
Returns the editor-defined source, which is either this or the parent source | DataRegistrySource.h | |
const UDataRegistry * GetRegistry () |
The outer for this should always be a Registry | DataRegistrySource.h | |
UDataRegistry * GetRegistry () |
DataRegistrySource.h | ||
| Fills in set of all names provided by this source | DataRegistrySource.h | ||
virtual FSoftObjectPath GetSourceAssetPath() |
Returns the path to the underlying source asset (data table, curve table, etc.) if there is one | DataRegistrySource.h | |
virtual EDataRegistryAvailability GetSourceAvailability() |
Returns how available this data is generally | DataRegistrySource.h | |
virtual void HandleAcquireResult
(
const FDataRegistrySourceAcquireRequest& Request, |
Call to indicate that a item is available, will insert into cache | DataRegistrySource.h | |
virtual bool Initialize() |
Called on editor-defined sources to initialize this source so it is ready to take requests | DataRegistrySource.h | |
virtual bool IsInitialized() |
Returns true if this state has been initialized for use | DataRegistrySource.h | |
virtual bool IsSpecificAssetRegistered
(
const FSoftObjectPath& AssetPath |
Returns true if this asset is already registered with this source | DataRegistrySource.h | |
virtual bool IsTransientSource() |
Returns true if this is a runtime-only source | DataRegistrySource.h | |
virtual void RefreshRuntimeSources() |
Called to regenerate runtime sources if needed, won't do anything for simple sources | DataRegistrySource.h | |
virtual 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. | DataRegistrySource.h | |
virtual void ResetRuntimeState() |
Called on runtime sources to reset caches and related state because game has ended or registry settings have changed | DataRegistrySource.h | |
virtual bool ResetTransientSource() |
Resets transient source so it can be correctly garbage collected | DataRegistrySource.h | |
virtual void TimerUpdate
(
float CurrentTime, |
Called by owning source as periodic update, can release resources or refresh connections | DataRegistrySource.h | |
virtual int32 UnregisterAssetsWithPriority
(
int32 AssetPriority |
Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. | DataRegistrySource.h | |
virtual bool UnregisterSpecificAsset
(
const FSoftObjectPath& AssetPath |
Removes references to a specific asset, returns bool if it was removed | DataRegistrySource.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
DataRegistrySource.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDataRegistrySource * CreateTransientSource
(
TSubclassOf< UDataRegistrySource > SourceClass |
Creates a new runtime source, but does not register it yet | DataRegistrySource.h |