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API > API/Plugins > API/Plugins/DataRegistry
Data source that loads from a specific data table containing the same type of structs as the registry
| Name | UDataRegistrySource_DataTable |
| Type | class |
| Header File | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource_DataTable.h |
| Include Path | #include "DataRegistrySource_DataTable.h" |
Syntax
UCLASS (MinimalAPI, Meta=(DisplayName="DataTable Source"))
class UDataRegistrySource_DataTable : public UDataRegistrySource
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataRegistrySource → UDataRegistrySource_DataTable
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SourceTable | TSoftObjectPtr< UDataTable > | What table to load from | DataRegistrySource_DataTable.h |
|
| TableRules | FDataRegistrySource_DataTableRules | Access rules | DataRegistrySource_DataTable.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void SetSourceTable
(
const TSoftObjectPtr< UDataTable >& InSourceTable, |
Update source table and rules, meant to be called from a meta source | DataRegistrySource_DataTable.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ClearCachedTable() |
Clears cached table pointer so it can be GCd | DataRegistrySource_DataTable.h | |
virtual void HandlePendingAcquires() |
Tells it to go through each pending acquire | DataRegistrySource_DataTable.h | |
virtual void OnDataTableChanged() |
DataRegistrySource_DataTable.h | ||
virtual void OnTableLoaded() |
Callback after table loads | DataRegistrySource_DataTable.h | |
virtual void SetCachedTable
(
bool bForceLoad |
Tells it to set CachedTable if possible | DataRegistrySource_DataTable.h |
Overridden from UDataRegistrySource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool AcquireItem
(
FDataRegistrySourceAcquireRequest&& Request |
Call to start an acquire request | DataRegistrySource_DataTable.h | |
virtual void EditorRefreshSource() |
Called on editor-defined states to check to check a source is still valid after major changes | DataRegistrySource_DataTable.h | |
virtual FString GetDebugString() |
Return a useful debug name for this source | DataRegistrySource_DataTable.h | |
virtual EDataRegistryAvailability GetItemAvailability
(
const FName& ResolvedName, |
Returns availability of individual item, also get raw memory address if available | DataRegistrySource_DataTable.h | |
| Fills in set of all names provided by this source | DataRegistrySource_DataTable.h | ||
virtual FSoftObjectPath GetSourceAssetPath() |
Returns the path to the underlying source asset (data table, curve table, etc.) if there is one | DataRegistrySource_DataTable.h | |
virtual EDataRegistryAvailability GetSourceAvailability() |
Returns how available this data is generally | DataRegistrySource_DataTable.h | |
virtual bool Initialize() |
Called on editor-defined sources to initialize this source so it is ready to take requests | DataRegistrySource_DataTable.h | |
virtual void ResetRuntimeState() |
Called on runtime sources to reset caches and related state because game has ended or registry settings have changed | DataRegistrySource_DataTable.h | |
virtual void TimerUpdate
(
float CurrentTime, |
Called by owning source as periodic update, can release resources or refresh connections | DataRegistrySource_DataTable.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
DataRegistrySource_DataTable.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
DataRegistrySource_DataTable.h |