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Specifies a list of source assets to add to Data Registries when this feature is activated
| Name | UGameFeatureAction_DataRegistrySource |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureAction_DataRegistrySource.h |
| Include Path | #include "GameFeatureAction_DataRegistrySource.h" |
Syntax
UCLASS (MinimalAPI, Meta=(DisplayName="Add Data Registry Source"))
class UGameFeatureAction_DataRegistrySource : public UGameFeatureAction
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameFeatureAction → UGameFeatureAction_DataRegistrySource
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPreloadInEditor | bool | If true, this will preload the sources when the feature is registered in the editor to support the editor pickers | GameFeatureAction_DataRegistrySource.h |
|
| SourcesToAdd | TArray< FDataRegistrySourceToAdd > | List of sources to add when this feature is activated | GameFeatureAction_DataRegistrySource.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddSource
(
const FDataRegistrySourceToAdd& NewSource |
Used by an editor tool to programmatically register a new source | GameFeatureAction_DataRegistrySource.h | |
virtual bool ShouldPreloadAtRegistration() |
If true, we should load the sources at registration time instead of activation time | GameFeatureAction_DataRegistrySource.h |
Overridden from UGameFeatureAction
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddAdditionalAssetBundleData
(
FAssetBundleData& AssetBundleData |
GameFeatureAction_DataRegistrySource.h | ||
virtual void OnGameFeatureActivating() |
Older-style activation function with no context, called by base class if context version is not overridden | GameFeatureAction_DataRegistrySource.h | |
virtual void OnGameFeatureDeactivating
(
FGameFeatureDeactivatingContext& Context |
Called when game feature is deactivated, it may be activated again in the near future | GameFeatureAction_DataRegistrySource.h | |
virtual void OnGameFeatureRegistering() |
Called when the object owning the action is registered for possible activation, this is called even if a feature never activates | GameFeatureAction_DataRegistrySource.h | |
virtual void OnGameFeatureUnregistering() |
Called to unregister an action, it will not be activated again without being registered again | GameFeatureAction_DataRegistrySource.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual EDataValidationResult IsDataValid
(
FDataValidationContext& Context |
GameFeatureAction_DataRegistrySource.h |