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Unreal Engine C++ API Reference > Plugins > StateTreeEditorModule
References
Module | StateTreeEditorModule |
Header | /Engine/Plugins/Runtime/StateTree/Source/StateTreeEditorModule/Public/StateTreeNodeClassCache.h |
Include | #include "StateTreeNodeClassCache.h" |
Syntax
struct FStateTreeNodeClassCache
Remarks
Caches specified classes or structs and reacts to engine events to keep the lists always up to date. All the derived classes or structs are kept in the cache.
Constructors
Type | Name | Description | |
---|---|---|---|
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddRootClass
(
UClass* RootClass |
Adds a Class to keep track of |
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void | AddRootScriptStruct
(
UScriptStruct* RootStruct |
Adds a ScriptStruct to keep track of |
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void | AddRootStruct
(
UStruct* RootStruct |
Adds a Struct to keep track of |
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void | GetClasses
(
UStruct* BaseClass, |
Returns know derived Classes based on provided base. |
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void | GetScripStructs
(
UScriptStruct* BaseStruct, |
Returns know derived ScriptStructs based on provided base. |
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void | GetStructs
(
UStruct* BaseStruct, |
Returns know derived Structs based on provided base. |
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void | Invalidates the cache, it will be rebuild on next access. | |
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void | OnAssetAdded
(
const FAssetData& AssetData |
|
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void | OnAssetRemoved
(
const FAssetData& AssetData |
|
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void | OnReloadComplete
(
EReloadCompleteReason Reason |