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API > API/Plugins > API/Plugins/DataRegistry
Base class for a data source that generates additional data sources at runtime
| Name | UMetaDataRegistrySource |
| Type | class |
| Header File | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource.h |
| Include Path | #include "DataRegistrySource.h" |
Syntax
UCLASS (MinimalAPI, Abstract)
class UMetaDataRegistrySource : public UDataRegistrySource
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataRegistrySource → UMetaDataRegistrySource
Derived Classes
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FRegisteredAsset | TPair< FAssetData, int32 > | List of specific assets registered with source, in runtime order sorted by priority | DataRegistrySource.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetUsage | EMetaDataRegistrySourceAssetUsage | Asset usage | DataRegistrySource.h |
|
| SearchRules | FAssetManagerSearchRules | Asset registry scan rules | DataRegistrySource.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Fills in list of desired runtime names, must be overridden! | DataRegistrySource.h | ||
virtual 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 | DataRegistrySource.h | |
virtual TSubclassOf< UDataRegistrySource > GetChildSourceClass() |
Returns what subclass of source to use for children, must be overridden! | DataRegistrySource.h | |
virtual bool SetDataForChild
(
FName SourceName, |
Fills in new or existing child source for specific name, must be overridden! | DataRegistrySource.h |
Overridden from UDataRegistrySource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 bool IsSpecificAssetRegistered
(
const FSoftObjectPath& AssetPath |
Returns true if this asset is already registered with this 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 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 |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnNewAssetSearchRoot
(
const FString& SearchRoot |
Callback registered when an asset search root as been added post launch | DataRegistrySource.h | |
virtual void SortRegisteredAssets() |
Sort assets, default order is by priority then array order | DataRegistrySource.h |