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Dataflow content owning dataflow asset that that will be used to evaluate the graph
| Name | UDataflowBaseContent |
| Type | class |
| Header File | /Engine/Source/Runtime/Experimental/Dataflow/Engine/Public/Dataflow/DataflowContent.h |
| Include Path | #include "Dataflow/DataflowContent.h" |
Syntax
UCLASS (MinimalAPI)
class UDataflowBaseContent : public UDataflowContextObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataflowContextObject → UDataflowBaseContent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDataflowBaseContent() |
Dataflow/DataflowContent.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~UDataflowBaseContent() |
Dataflow/DataflowContent.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddContentObjects
(
FReferenceCollector& Collector |
Collect reference objects for GC | Dataflow/DataflowContent.h | |
TObjectPtr< UObject > GetDataflowOwner() |
Dataflow/DataflowContent.h | ||
const FString & GetDataflowTerminal() |
Dataflow/DataflowContent.h | ||
const UE::Dataflow::FTimestamp & GetLastModifiedTimestamp() |
Dataflow/DataflowContent.h | ||
const TSubclassOf< AActor > & GetPreviewClass() |
Dataflow/DataflowContent.h | ||
const TObjectPtr< UObject > & GetTerminalAsset() |
Dataflow/DataflowContent.h | ||
bool IsConstructionDirty() |
Dirty - State Invalidation Check if non-graph specific data has been changed, this usually requires a re-render | Dataflow/DataflowContent.h | |
bool IsSaved() |
Context cache saving | Dataflow/DataflowContent.h | |
bool IsSimulationDirty() |
Dataflow/DataflowContent.h | ||
virtual void SetActorProperties
(
TObjectPtr< AActor >& PreviewActor |
Set all the preview actor exposed properties | Dataflow/DataflowContent.h | |
void SetConstructionDirty
(
bool InDirty |
Dataflow/DataflowContent.h | ||
void SetDataflowOwner
(
const TObjectPtr< UObject >& InOwner |
Data flow owner accessors (through the context) | Dataflow/DataflowContent.h | |
void SetDataflowTerminal
(
const FString& InPath |
Data flow terminal accessors | Dataflow/DataflowContent.h | |
void SetIsSaved
(
bool bInSaved |
Dataflow/DataflowContent.h | ||
void SetLastModifiedTimestamp
(
UE::Dataflow::FTimestamp InTimestamp, |
LastModifiedTimestamp - State Invalidation Dataflow timestamp accessors can be used to see if the EvaluationContext has been invalidated. | Dataflow/DataflowContent.h | |
void SetPreviewClass
(
const TSubclassOf< AActor >& InPreviewClass |
Preview class accessors | Dataflow/DataflowContent.h | |
void SetSimulationDirty
(
bool InDirty |
Dataflow/DataflowContent.h | ||
void SetTerminalAsset
(
const TObjectPtr< UObject >& InAsset |
Terminal asset accessors | Dataflow/DataflowContent.h | |
void UpdateContentDatas() |
Rebuild the owner dependent datas | Dataflow/DataflowContent.h |
Overridden from UDataflowContextObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void SetDataflowAsset
(
const TObjectPtr< UDataflow >& InAsset |
Data flow asset accessors (through the context) | Dataflow/DataflowContent.h | |
virtual void SetDataflowContext
(
const TSharedPtr< UE::Dataflow::FEngineContext >& InContext |
Context - Dataflow Evaluation State Dataflow context stores the evaluated state of the graph. | Dataflow/DataflowContent.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Dataflow/DataflowContent.h | ||
virtual void Serialize
(
FArchive& Ar |
Content Serialization | Dataflow/DataflowContent.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddReferencedObjects
(
UObject* InThis, |
Dataflow/DataflowContent.h | ||
static void OverrideActorProperty
(
const TObjectPtr< AActor >& PreviewActor, |
Override actor properties from BP | Dataflow/DataflowContent.h | |
static void OverrideStructProperty
(
const TObjectPtr< AActor >& PreviewActor, |
Override struct properties from BP | Dataflow/DataflowContent.h |