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Systems that implement a reload capability implement this interface and register it with the module manager while a reload is in progress.
| Name | IReload |
| Type | class |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Reload.h |
| Include Path | #include "UObject/Reload.h" |
Syntax
class IReload
Derived Classes
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IReload() |
UObject/Reload.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool GetEnableReinstancing
(
bool bHasChanged |
Return if re-instancing is to be allowed | UObject/Reload.h | |
| Return an array of the new classes | UObject/Reload.h | ||
const TCHAR * GetPrefix() |
When classes, structures, and enumerations are renamed, the given prefix is applied. | UObject/Reload.h | |
UObject * GetReinstancedCDO
(
UObject* CDO |
For a given CDO, return the new CDO if it has been re-instanced. | UObject/Reload.h | |
const UObject * GetReinstancedCDO
(
const UObject* CDO |
UObject/Reload.h | ||
| Return a map of the reinstanced classes where the old class is the key and the new class is the value. | UObject/Reload.h | ||
EActiveReloadType GetType() |
Returns the type of reload currently in progress. | UObject/Reload.h | |
void NotifyChange
(
UClass* New, |
Invoke to register a new or changed class, enumeration, or structure for re-instancing. | UObject/Reload.h | |
void NotifyChange
(
UEnum* New, |
UObject/Reload.h | ||
void NotifyChange
(
UScriptStruct* New, |
UObject/Reload.h | ||
void NotifyChange
(
UPackage* New, |
UObject/Reload.h | ||
void NotifyFunctionRemap
(
FNativeFuncPtr NewFunctionPointer, |
Invoke when a duplicate function has been detected. | UObject/Reload.h | |
void Reinstance() |
Perform the re-instancing | UObject/Reload.h |