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Unreal Engine C++ API Reference > Runtime > Engine > Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataTable
- UCompositeDataTable
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/CompositeDataTable.h |
Include | #include "Engine/CompositeDataTable.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, HideCategories=(ImportOptions, ImportSource))
class UCompositeDataTable : public UDataTable
Remarks
Data table composed of a stack of other data tables.
Variables
Type | Name | Description | |
---|---|---|---|
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uint8: 1 | bIsLoading | True if this asset is currently being loaded; false otherwise |
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uint8: 1 | bShouldNotClearParentTablesOnEmpty | If this is true then the parent table array will not be cleared when EmptyTable is called |
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uint8: 1 | bUpdatingParentTables | True if we're already in the middle of updating parent tables for this asset |
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TArray< TObjectPtr< UDataTable > > | OldParentTables | Temporary copy used to detect changes so we can update delegates correctly on removal |
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TArray< TObjectPtr< UDataTable > > | ParentTables | Parent tables Tables with higher indices override data in tables with lower indices |
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TMap< FName, ERowState > | RowSourceMap |
Constructors
Type | Name | Description | |
---|---|---|---|
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UCompositeDataTable
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddParentTable
(
const TObjectPtr< UDataTable >& TableToAdd |
|
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void | AppendParentTables
(
const TArray< UDataTable* >& NewTables |
Support for runtime modification of parent tables Be aware this can be slow and can cause hitches during gameplay |
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void | EmptyCompositeTable
(
bool bClearParentTables |
Empties the table if bClearParentTables is false then the row map will be cleared but the parent table array won't be changed |
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const UCompositeDataTable * | FindLoops
(
TArray< const UCompositeDataTable* > AlreadySeenTables |
Searches the parent tables to see if there are any loops. |
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ERowState | GetRowState
(
FName RowName |
|
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void | OnParentTablesUpdated
(
EPropertyChangeType::Type ChangeType |
|
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void | RemoveParentTable
(
const TObjectPtr< UDataTable >& TableToRemove |
|
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void | RemoveParentTables
(
const TArray< UDataTable* >& TablesToRemove |
|
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void | UpdateCachedRowMap
(
bool bWarnOnInvalidChildren |
Overridden from UDataTable
Type | Name | Description | |
---|---|---|---|
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void | AddRow
(
FName RowName, |
Copies RowData into table. |
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void | AddRow
(
FName RowName, |
|
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void | ||
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void | EmptyTable () |
Table management overrides. Composite data tables don't currently add or remove rows. |
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void | Removes a single row from the DataTable by name. Just returns if row is not found. | |
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void |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | GetPreloadDependencies
(
TArray< UObject* >& OutDeps |
Called during cooking. |
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void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally |
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void | PostEditUndo () |
Called after applying a transaction to the object. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
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void | Handles reading, writing, and reference collecting using FArchive. |
Enums
Type | Name | Description | |
---|---|---|---|
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ERowState |