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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
T * FMLAdapter::NewObject
(
UObject* Outer |
MLAdapter-flavored new object creation. | MLAdapterTypes.h | |
T * FMLAdapter::NewObject
(
UObject* Outer, |
MLAdapterTypes.h |
FMLAdapter::NewObject(UObject *)
Description
MLAdapter-flavored new object creation. We're using this with all the objects we intend to access from outside the game-thread (most notably from the rpc calls). This gives us more control over objects' life cycle.
Note: objects created this way won't go away even if there's nothing referencing them until we clear the EInternalObjectFlags::Async flag
| Name | FMLAdapter::NewObject |
| Type | function |
| Header File | /Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/MLAdapterTypes.h |
| Include Path | #include "MLAdapterTypes.h" |
namespace FMLAdapter
{
template<class T>
T * FMLAdapter::NewObject
(
UObject * Outer
)
}
FMLAdapter::NewObject(UObject , UClass , FName, EObjectFlags, UObject , bool, FObjectInstancingGraph )
| Name | FMLAdapter::NewObject |
| Type | function |
| Header File | /Engine/Plugins/AI/MLAdapter/Source/MLAdapter/Public/MLAdapterTypes.h |
| Include Path | #include "MLAdapterTypes.h" |
namespace FMLAdapter
{
template<class T>
T * FMLAdapter::NewObject
(
UObject * Outer,
UClass * Class,
FName Name,
EObjectFlags Flags,
UObject * Template,
bool bCopyTransientsFromClassDefaults,
FObjectInstancingGraph * InInstanceGraph
)
}