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Cooked data for a Blueprint component template.
| Name | FBlueprintCookedComponentInstancingData |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/BlueprintGeneratedClass.h |
| Include Path | #include "Engine/BlueprintGeneratedClass.h" |
Syntax
USTRUCT ()
struct FBlueprintCookedComponentInstancingData
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBlueprintCookedComponentInstancingData() |
Default constructor. | Engine/BlueprintGeneratedClass.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FBlueprintCookedComponentInstancingData() |
Destructor. | Engine/BlueprintGeneratedClass.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bHasValidCookedData | bool | Flag indicating whether or not this contains valid cooked data. | Engine/BlueprintGeneratedClass.h | |
| ChangedPropertyList | TArray< struct FBlueprintComponentChangedPropertyInfo > | List of property info records with values that differ between the template and the component class CDO. | Engine/BlueprintGeneratedClass.h | |
| ComponentTemplateClass | UClass * | Source template object class (recorded at load time and used for instancing). | Engine/BlueprintGeneratedClass.h | |
| ComponentTemplateFlags | TEnumAsByte< EObjectFlags > | Source template object flags (recorded at load time and used for instancing). | Engine/BlueprintGeneratedClass.h | |
| ComponentTemplateName | FName | Source template object name (recorded at load time and used for instancing). | Engine/BlueprintGeneratedClass.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedPropertyData | TArray< uint8 > | Internal property data stream that's used in binary object serialization at component instancing time. | Engine/BlueprintGeneratedClass.h | |
| CachedPropertyListForSerialization | TIndirectArray< FCustomPropertyListNode > | Internal property list that's used in binary object serialization at component instancing time. | Engine/BlueprintGeneratedClass.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildCachedPropertyDataFromTemplate
(
UActorComponent* SourceTemplate |
Called at load time to generate the internal cached property data stream from serialization of the source template object. | Engine/BlueprintGeneratedClass.h | |
const TArray< uint8 > & GetCachedPropertyData() |
Returns the internal property data stream that's used for fast binary object serialization when instancing components at runtime. | Engine/BlueprintGeneratedClass.h | |
const FCustomPropertyListNode * GetCachedPropertyList () |
Builds/returns the internal property list that's used for serialization. | Engine/BlueprintGeneratedClass.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildCachedArrayPropertyList
(
const FArrayProperty* ArraySubPropertyNode, |
Internal method used to help recursively build a cached sub property list from an array property for serialization. | Engine/BlueprintGeneratedClass.h | |
void BuildCachedPropertyList
(
FCustomPropertyListNode** CurrentNode, |
Internal method used to help recursively build the cached property list for serialization. | Engine/BlueprintGeneratedClass.h |