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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/UObject
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostCDOCompiled () |
Called after the Blueprint compiler has finished generating the Class Default Object (CDO) for a class. | UObject/Object.h | |
virtual void PostCDOCompiled
(
const FPostCDOCompiledContext& Context |
Called after the Blueprint compiler has finished generating the Class Default Object (CDO) for a class. | UObject/Object.h |
PostCDOCompiled()
Description
Called after the Blueprint compiler has finished generating the Class Default Object (CDO) for a class. This can only happen in the editor.
This version is deprecated as it wasn't called for skeleton-only compilation. Use the version taking FPostCDOCompiledContext instead.
| Name | PostCDOCompiled |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Object.h |
| Include Path | #include "UObject/Object.h" |
virtual void PostCDOCompiled()
PostCDOCompiled(const FPostCDOCompiledContext &)
Description
Called after the Blueprint compiler has finished generating the Class Default Object (CDO) for a class. This can only happen in the editor. This is called when the CDO and its associated class structure have been fully generated and populated, and allows the assignment of cached/derived data, eg) caching the name/count of properties of a certain type, or inspecting the properties on the class and using their meta-data and CDO default values to derive game data.
| Name | PostCDOCompiled |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Object.h |
| Include Path | #include "UObject/Object.h" |
virtual void PostCDOCompiled
(
const FPostCDOCompiledContext & Context
)