unreal.DataRegistryType¶
- class unreal.DataRegistryType(name: Name = 'None')¶
Bases:
StructBaseWrapper struct to represent a global data registry, represented as an FName internally and implicitly convertible back and forth. This exists so the blueprint API can understand it’s not a normal FName.
C++ Source:
Plugin: DataRegistry
Module: DataRegistry
File: DataRegistryId.h
Editor Properties: (see get_editor_property/set_editor_property)
name(Name): [Read-Write] The FName representing this type
- __bool__() bool¶
Returns true if this is a non-empty type, does not check if it is currently registered
- __eq__(other: object) bool¶
Overloads:
DataRegistryTypeReturns true if the values are equal (A == B)
- __ne__(other: object) bool¶
Overloads:
DataRegistryTypeReturns true if the values are not equal (A != B)