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Unreal Engine C++ API Reference > Plugins > DataRegistry
Inheritance Hierarchy
- UObject
- UDataRegistrySource
- UDataRegistrySource_CurveTable
References
Module | DataRegistry |
Header | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource_CurveTable.h |
Include | #include "DataRegistrySource_CurveTable.h" |
Syntax
UCLASS (Meta=(DisplayName="CurveTable Source"))
class UDataRegistrySource_CurveTable : public UDataRegistrySource
Remarks
Data source that loads from a specific curve table asset
Variables
Type | Name | Description | |
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bool | bInvalidSourceTable | This is set if the table fails to load or could never load |
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TObjectPtr< UCurveTable > | CachedTable | Hard ref to loaded table |
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float | LastAccessTime | Last time this was accessed |
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TSharedPtr< FStreamableHandle > | LoadingTableHandle | Handle for in progress load |
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TArray< FDataRegistrySourceAcquireRequest > | PendingAcquires | List of requests to resolve when table is loaded |
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TObjectPtr< UCurveTable > | PreloadTable | Preload table ref, will be set if this is a hard source |
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TSoftObjectPtr< UCurveTable > | SourceTable | What table to load from |
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FDataRegistrySource_DataTableRules | TableRules | Access rules |
Functions
Type | Name | Description | |
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void | Clears cached table pointer so it can be GCd | |
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void | Tells it to go through each pending acquire | |
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void | ||
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void | Callback after table loads | |
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void | PostLoad () |
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void | PreSave
(
FObjectPreSaveContext ObjectSaveContext |
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void | SetCachedTable
(
bool bForceLoad |
Tells it to set CachedTable if possible |
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void | SetSourceTable
(
const TSoftObjectPtr< UCurveTable >& InSourceTable, |
Update source table and rules, meant to be called from a meta source |
Overridden from UDataRegistrySource
Type | Name | Description | |
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bool | AcquireItem
(
FDataRegistrySourceAcquireRequest&& Request |
Call to start an acquire request |
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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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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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bool | Initialize () |
Called on editor-defined sources to initialize this source so it is ready to take requests |
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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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void | TimerUpdate
(
float CurrentTime, |
Called by owning source as periodic update, can release resources or refresh connections |