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Unreal Engine C++ API Reference > Plugins > DataRegistry
Inheritance Hierarchy
- UObject
- UDataRegistrySource
- UMetaDataRegistrySource
- UMetaDataRegistrySource_DataTable
References
Module | DataRegistry |
Header | /Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource_DataTable.h |
Include | #include "DataRegistrySource_DataTable.h" |
Syntax
UCLASS (Meta=(DisplayName="DataTable Meta Source"))
class UMetaDataRegistrySource_DataTable : public UMetaDataRegistrySource
Remarks
Meta source that will generate DataTable sources at runtime based on a directory scan or asset registration
Variables
Type | Name | Description | |
---|---|---|---|
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TSubclassOf< UDataRegistrySource_DataTable > | CreatedSource | What specific source class to spawn |
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FDataRegistrySource_DataTableRules | TableRules | Access rules |
Constructors
Type | Name | Description | |
---|---|---|---|
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Constructor |
Overridden from UMetaDataRegistrySource
Type | Name | Description | |
---|---|---|---|
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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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bool | SetDataForChild
(
FName SourceName, |
Fills in new or existing child source for specific name, must be overridden! |