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Data table composed of a stack of other data tables.
| Name | UCompositeDataTable |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/CompositeDataTable.h |
| Include Path | #include "Engine/CompositeDataTable.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, HideCategories=(ImportOptions, ImportSource))
class UCompositeDataTable : public UDataTable
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataTable → UCompositeDataTable
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UCompositeDataTable
(
const FObjectInitializer& ObjectInitializer |
Engine/CompositeDataTable.h |
Enums
Public
| Name | Remarks |
|---|---|
| ERowState |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddParentTable
(
const TObjectPtr< UDataTable >& TableToAdd |
Engine/CompositeDataTable.h | ||
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 | Engine/CompositeDataTable.h | |
| Engine/CompositeDataTable.h | |||
void RemoveParentTable
(
const TObjectPtr< UDataTable >& TableToRemove |
Engine/CompositeDataTable.h | ||
void RemoveParentTables
(
const TArray< UDataTable* >& TablesToRemove |
Engine/CompositeDataTable.h |
Overridden from UDataTable
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddRow
(
FName RowName, |
Copies RowData into table. | Engine/CompositeDataTable.h | |
virtual void AddRow
(
FName RowName, |
Engine/CompositeDataTable.h | ||
virtual void CleanBeforeStructChange() |
Engine/CompositeDataTable.h | ||
virtual void EmptyTable() |
Table management overrides. Composite data tables don't currently add or remove rows. | Engine/CompositeDataTable.h | |
virtual void RemoveRow
(
FName RowName |
Removes a single row from the DataTable by name. Just returns if row is not found. | Engine/CompositeDataTable.h | |
virtual void RestoreAfterStructChange() |
Engine/CompositeDataTable.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Engine/CompositeDataTable.h | |||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/CompositeDataTable.h | ||
virtual void PostEditUndo() |
Engine/CompositeDataTable.h | ||
virtual void PostLoad() |
Engine/CompositeDataTable.h | ||
virtual void Serialize
(
FArchive& Ar |
Engine/CompositeDataTable.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 | Engine/CompositeDataTable.h | |
const UCompositeDataTable * FindLoops
(
TArray< const UCompositeDataTable* > AlreadySeenTables |
Searches the parent tables to see if there are any loops. | Engine/CompositeDataTable.h | |
void OnParentTablesUpdated
(
EPropertyChangeType::Type ChangeType |
Engine/CompositeDataTable.h | ||
void UpdateCachedRowMap
(
bool bWarnOnInvalidChildren |
Engine/CompositeDataTable.h |