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Unreal Engine C++ API Reference > Plugins > DataRegistry
Inheritance Hierarchy
- UEngineSubsystem
- UDataRegistrySubsystem
References
Module | DataRegistry |
Header | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySubsystem.h |
Include | #include "DataRegistrySubsystem.h" |
Syntax
UCLASS (NotBlueprintType)
class UDataRegistrySubsystem : public UEngineSubsystem
Remarks
Singleton manager that provides synchronous and asynchronous access to data registries
Variables
Type | Name | Description | |
---|---|---|---|
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TArray< FString > | AssetScanPaths | Paths that will be scanned for registries. |
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bool | bFullyInitialized | True if initialization has finished and registries were scanned, will be false if not config enabled. |
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bool | bReadyForInitialization | True if initialization is ready to start, will be true even if config disabled. |
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FDataRegistrySubsystemInitializedCallback | OnSubsystemInitializedCallback | Callback for when the subsystem has finished scanning for and initializing all known data registries |
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TMap< FDataRegistryType, TArray< FPreregisterAsset > > | PreregisterAssetMap | |
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TSortedMap< FName, TObjectPtr< UDataRegistry >, FDefaultAllocator, FNameFastLess > | RegistryMap | |
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TArray< FSoftObjectPath > | RegistryPathsToIgnore | Specific registries to avoid registering, may be in memory but will not be registered. |
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TArray< FSoftObjectPath > | RegistryPathsToLoad | Specific registries to load, will be added to AssetScanPaths at scan time. |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | AcquireItem
(
const FDataRegistryId& ItemId, |
Start an async load of an item, delegate will be called on success or failure of acquire. |
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bool | AcquireItemBP
(
FDataRegistryId ItemId, |
Starts an asynchronous acquire of a data registry item that may not yet be cached, and then accessed with Get Data Registry Item From Lookup This function will only work properly if the data registry is set up for asynchronous querying. |
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void | AddReferencedObjects
(
UObject* InThis, |
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void | ApplyPreregisterMap
(
UDataRegistry* Registry |
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bool | True if all registries should have been initialized | |
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FString | Conv_DataRegistryIdToString
(
FDataRegistryId DataRegistryId |
Converts a Data Registry Id to a string. |
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FString | Conv_DataRegistryTypeToString
(
FDataRegistryType DataRegistryType |
Converts a Data Registry Type to a string. |
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void | Deinitialize () |
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void | De-initializes all loaded registries | |
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void | DumpCachedItems
(
const TArray< FString >& Args |
Dumps out a text representation of every item in the registry |
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void | Outputs all registered types and some info | |
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void | EndPIE
(
bool bStartSimulate |
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bool | Returns true if the values are equal (A == B) | |
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bool | Returns true if the values are equal (A == B) | |
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FDataRegistryCacheGetResult | EvaluateCachedCurve
(
float& OutValue, |
Computes an evaluated curve value, as well as the actual curve if it is found. |
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void | EvaluateDataRegistryCurve
(
FDataRegistryId ItemId, |
Attempts to evaluate a curve stored in a DataRegistry cache using a specific input value |
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void | FindCachedItemBP
(
FDataRegistryId ItemId, |
Attempts to get cached structure data stored in a DataRegistry, returning OutItem if the item is available. |
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void | FindCachedItemFromLookupBP
(
FDataRegistryId ItemId, |
Attempts to get structure data stored in a DataRegistry cache after an async acquire, returning OutItem if the item is available. |
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UDataRegistrySubsystem * | Get () |
Returns the global subsystem instance, this can return null during early engine startup and shutdown |
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void | GetAllRegistries
(
TArray< UDataRegistry* >& AllRegistries, |
Gets list of all registries, useful for iterating in UI or utilities |
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const T * | GetCachedItem
(
const FDataRegistryId& ItemId |
Returns a cached item of specified struct type. |
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bool | GetCachedItemBP
(
FDataRegistryId ItemId, |
Attempts to get cached structure data stored in a DataRegistry, modifying OutItem if the item is available. |
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bool | GetCachedItemFromLookupBP
(
FDataRegistryId ItemId, |
Deprecated in favor of FindCachedItemFromLookupBP, but does still work properly |
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FDataRegistryCacheGetResult | GetCachedItemRaw
(
const uint8*& OutItemMemory, |
Gets the cached or precached data and struct type. |
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FDataRegistryCacheGetResult | GetCachedItemRawFromLookup
(
const uint8*& OutItemMemory, |
Gets the cached or precached data and struct type using an async acquire result. |
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FText | GetDisplayTextForId
(
FDataRegistryId ItemId |
Returns proper display text for an id, using the correct id format |
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void | GetPossibleDataRegistryIdList
(
FDataRegistryType RegistryType, |
Returns the list of known identifiers for an active data registry so they can be iterated with Find or Acquire. |
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UDataRegistry * | GetRegistryForType
(
FName RegistryType |
Finds the right registry for a type name |
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bool | IgnoreRegistryPath
(
const FSoftObjectPath& RegistryAssetPath |
Removes specific data registry asset from the registration map, can be undone with LoadRegistryPath |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
|
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void | InitializeAllRegistries
(
bool bResetIfInitialized |
Initializes all loaded registries and prepares them for queries |
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bool | IsConfigEnabled
(
bool bWarnIfNotEnabled |
Returns true if the system is enabled via any config scan settings, will optionally warn if not enabled |
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bool | IsValidDataRegistryId
(
FDataRegistryId DataRegistryId |
Returns true if this is a non-empty item identifier, does not check if it is currently registered |
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bool | IsValidDataRegistryType
(
FDataRegistryType DataRegistryType |
Returns true if this is a non-empty type, does not check if it is currently registered |
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void | Loads all registry assets and initializes them, this is called early in startup | |
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bool | LoadRegistryPath
(
const FSoftObjectPath& RegistryAssetPath |
Load and initialize a specific registry, useful for plugins. |
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bool | Returns true if the values are not equal (A != B) | |
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bool | Returns true if the values are not equal (A != B) | |
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FDataRegistrySubsystemInitializedCallback & | Accesses the delegate called when the subsystem has finished scanning for and initializing all known data registries | |
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void | ||
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void | Initialization order, need to wait for other early-load systems to initialize. | |
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void | ||
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void | PreBeginPIE
(
bool bStartSimulate |
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void | PreregisterSpecificAssets
(
const TMap< FDataRegistryType, TArray< FSoftObjectPath > >& AssetMap, |
Schedules registration of assets by path, this will happen immediately or will be queued if the data registries don't exist yet |
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void | Refreshes the active registry map based on what's in memory | |
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bool | RegisterSpecificAsset
(
FDataRegistryType RegistryType, |
Attempt to register a specified asset with all active sources that allow dynamic registration, returning true if anything changed. |
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void | Handles changes to DataRegistrySettings while engine is running | |
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void | Resets state for all registries, call when gameplay has concluded to destroy caches | |
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int32 | UnregisterAssetsWithPriority
(
FDataRegistryType RegistryType, |
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
(
FDataRegistryType RegistryType, |
Removes references to a specific asset, returns bool if it was removed |
Typedefs
Name | Description |
---|---|
FPreregisterAsset | List of assets to attempt to register when data registries come online. |
FRegistryMapPair |
Constants
Name | Description |
---|---|
SingletonSubSystem | Singleton object for the DataRegistrySubsystem::Get function to use, populated in Initialize and cleared out in Deinitialize |