Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UObjectLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Engine/ObjectLibrary.h |
| Include | #include "Engine/ObjectLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UObjectLibrary : public UObject
Remarks
Class that holds a library of Objects
Variables
| Type | Name | Description | |
|---|---|---|---|
| TArray< FAssetData > | AssetDataList | Asset data of objects that will belong in library, possibly not loaded yet | |
| bool | bHasBlueprintClasses | True if this library holds blueprint classes, false if it holds other objects | |
| bool | bIncludeOnlyOnDiskAssets | Whether to set bIncludeOnlyOnDiskAssets when setting up AR filters for discovering asset data | |
| bool | bIsFullyLoaded | True if we've already fully loaded this library, can't do it twice | |
| bool | bIsGlobalAsyncScanEnvironment | True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously | |
| bool | bRecursivePaths | Whether to set bRecursivePaths when setting up AR filters for discovering asset data | |
| bool | bUseWeakReferences | If this library should use weak pointers | |
| TArray< FString > | DeferredAssetDataPaths | The paths that we will query again once assets are finished being discovered | |
| TObjectPtr< UClass > | ObjectBaseClass | Class that Objects must be of. | |
| TArray< TObjectPtr< UObject > > | Objects | List of Objects in library | |
| FObjectLibraryOnObjectAdded | OnObjectAddedEvent | Delegates for when an object is added or removed from this library. | |
| FObjectLibraryOnObjectRemoved | OnObjectRemovedEvent | ||
| TArray< TWeakObjectPtr< UObject > > | WeakObjects | Weak pointers to objects |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UObjectLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | Attempt to add a new Object, return true if added | ||
| void | ClearLoaded () |
Clears the current loaded objects and asset data | |
| UObjectLibrary * | CreateLibrary
(
UClass* InBaseClass, |
Static function to create a new ObjectLibrary at runtime, with various options set There is now a better version of this functionality in AssetManager, if you are creating many game-specific libraries you should switch to using AssetManager instead | |
| int32 | Returns the number of objects | ||
| void | GetAssetDataList
(
TArray< FAssetData >& OutAssetData |
Returns the list of asset data | |
| int32 | Returns the number of objects | ||
| void | GetObjects
(
TArray< T* >& OutObjects |
Fills in a passed in array of objects, casts to proper type | |
| bool | |||
| int32 | LoadAssetDataFromPath
(
const FString& Path |
||
| int32 | LoadAssetDataFromPaths
(
const TArray< FString >& Paths, |
Gets asset data for assets in a subdirectory. Returns number of assets data loaded | |
| int32 | Load all of the objects in asset data list into memory | ||
| int32 | LoadAssetsFromPath
(
const FString& Path |
||
| int32 | LoadAssetsFromPaths
(
const TArray< FString >& Paths |
Load an entire subdirectory of assets into this object library. Returns number of assets loaded | |
| int32 | LoadBlueprintAssetDataFromPath
(
const FString& Path |
||
| int32 | LoadBlueprintAssetDataFromPaths
(
const TArray< FString >& Paths, |
Load an entire subdirectory of blueprints into this object library. | |
| int32 | LoadBlueprintsFromPath
(
const FString& Path |
||
| int32 | LoadBlueprintsFromPaths
(
const TArray< FString >& Paths |
Load an entire subdirectory of blueprints into this object library. | |
| void | Handler for when assets have finished scanning in the asset registry | ||
| FObjectLibraryOnObjectAdded & | |||
| FObjectLibraryOnObjectRemoved & | |||
| bool | RemoveObject
(
UObject* ObjectToRemove |
Attempt to remove an Object from the object, return true if removed | |
| void | UseWeakReferences
(
bool bSetUseWeak |
Set rather this library is using weak or strong references |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Called when a property on this object has been modified externally | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |
Classes
| Type | Name | Description | |
|---|---|---|---|
| FObjectLibraryOnObjectAdded | |||
| FObjectLibraryOnObjectRemoved |