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This class allows project-specific rules to be implemented for game feature plugins. Create a subclass and choose it in Project Settings .. Game Features
| Name | UGameFeaturesProjectPolicies |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeaturesProjectPolicies.h |
| Include Path | #include "GameFeaturesProjectPolicies.h" |
Syntax
UCLASS (MinimalAPI)
class UGameFeaturesProjectPolicies : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameFeaturesProjectPolicies
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ExplicitLoadGameFeaturePlugin
(
const FString& PluginURL, |
Called by code that explicitly wants to load a specific plugin (e.g., when using a fast cook a game might want to allow explicitly loaded game feature plugins) | GameFeaturesProjectPolicies.h | |
virtual void GetGameFeatureLoadingMode
(
bool& bLoadClientData, |
Called to determine if this should be treated as a client, server, or both for data preloading Actions can use this to decide what to load at runtime | GameFeaturesProjectPolicies.h | |
virtual bool GetGameFeaturePluginURL
(
const TSharedRef< IPlugin >& Plugin, |
Called to determine the plugin URL for a given known Plugin. Can be used if the policy wants to deliver non file based URLs. | GameFeaturesProjectPolicies.h | |
virtual TArray< FPrimaryAssetId > GetPreloadAssetListForGameFeature
(
const UGameFeatureData* GameFeatureToLoad, |
Called when a game feature plugin enters the Loading state to determine additional assets to load. | GameFeaturesProjectPolicies.h | |
| Returns the bundle state to use for assets returned by GetPreloadAssetListForGameFeature() See the Asset Manager documentation for more information about asset bundles | GameFeaturesProjectPolicies.h | ||
virtual TValueOrError< TArray< FName >, FString > GetStreamingAssetInstallBundles
(
FStringView PluginURL |
Called to resolve install bundles for streaming asset dependencies | GameFeaturesProjectPolicies.h | |
virtual TValueOrError< TArray< EStreamingAssetInstallMode >, FString > GetStreamingAssetInstallModes
(
FStringView PluginURL, |
Called to resolve install modes for streaming asset dependencies Return a streaming asset install mode for each install bundle | GameFeaturesProjectPolicies.h | |
virtual void InitGameFeatureManager() |
Called when the game feature manager is initialized. | GameFeaturesProjectPolicies.h | |
virtual bool IsLoadingStartupPlugins () |
Called to determine if we are still during engine startup, which can modify loading behavior. | GameFeaturesProjectPolicies.h | |
virtual bool IsPluginAllowed
(
const FString& PluginURL |
GameFeaturesProjectPolicies.h | ||
virtual bool IsPluginAllowed
(
const FString& PluginURL, |
Called to determine if a plugin is allowed to be loaded or not (e.g., when doing a fast cook a game might want to disable some or all game feature plugins) | GameFeaturesProjectPolicies.h | |
virtual TValueOrError< FString, FString > ResolvePluginDependency
(
const FString& PluginURL, |
GameFeaturesProjectPolicies.h | ||
virtual TValueOrError< FString, FString > ResolvePluginDependency
(
const FString& PluginURL, |
Called to resolve plugin dependencies, will successfully return an empty string if a dependency is not a GFP. | GameFeaturesProjectPolicies.h | |
virtual bool ShouldReadPluginDetails
(
const FString& PluginDescriptorFilename |
Return true if a uplugin's details should be read and false if it should be skipped. Skipped plugins will not be processed as GFPs and skipped as though they didn't exist. Useful to limit the number of uplugin files opened for perf reasons. | GameFeaturesProjectPolicies.h | |
virtual void ShutdownGameFeatureManager() |
Called when the game feature manager is shut down. | GameFeaturesProjectPolicies.h | |
virtual bool WillPluginBeCooked
(
const FString& PluginFilename, |
Called to determined the expected state of a plugin under the WhenLoading conditions. | GameFeaturesProjectPolicies.h |