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Unreal Engine C++ API Reference > Plugins > DataRegistry
Inheritance Hierarchy
- UObject
- UDataRegistrySource
- 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)
class UMetaDataRegistrySource : public UDataRegistrySource
Remarks
Base class for a data source that generates additional data sources at runtime
Variables
Type | Name | Description | |
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EMetaDataRegistrySourceAssetUsage | AssetUsage | Asset usage |
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FDelegateHandle | NewAssetSearchRootHandle | Delegate handle for OnNewAssetSearchRoot |
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TMap< FName, TObjectPtr< UDataRegistrySource > > | RuntimeChildren | Map from source identifier such as package name to registered child |
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TArray< FName > | RuntimeNames | List of desired source ids, in order |
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FAssetManagerSearchRules | SearchRules | Asset registry scan rules |
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TArray< FRegisteredAsset > | SpecificRegisteredAssets |
Functions
Type | Name | Description | |
---|---|---|---|
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void | DetermineRuntimeNames
(
TArray< FName >& OutRuntimeNames |
Fills in list of desired runtime names, must be overridden! |
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bool | DoesAssetPassFilter
(
const FAssetData& AssetData, |
Returns true if this asset data passes the filter for this meta source, bNewRegisteredAsset is true if it comes from a RegisterSpecificAsset call and needs extra path checking |
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TSubclassOf< UDataRegistrySource > | Returns what subclass of source to use for children, must be overridden! | |
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void | OnNewAssetSearchRoot
(
const FString& SearchRoot |
Callback registered when an asset search root as been added post launch |
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bool | SetDataForChild
(
FName SourceName, |
Fills in new or existing child source for specific name, must be overridden! |
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void | Sort assets, default order is by priority then array order |
Overridden from UDataRegistrySource
Type | Name | Description | |
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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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bool | IsSpecificAssetRegistered
(
const FSoftObjectPath& AssetPath |
Returns true if this asset is already registered with this source |
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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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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 |
Typedefs
Name | Description |
---|---|
FRegisteredAsset | List of specific assets registered with source, in runtime order sorted by priority |