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Knows of the sandboxes instances available.
You can think of this as a cache that will notify when the sandboxes available changes, and the metadata changes. You should prefer this over manually loading metadata (
| Name | ISandboxRepository |
| Type | class |
| Header File | /Engine/Plugins/Developer/Sandbox/FileSandbox/Source/FileSandboxCore/Public/ISandboxRepository.h |
| Include Path | #include "ISandboxRepository.h" |
Syntax
class ISandboxRepository
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~ISandboxRepository() |
ISandboxRepository.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForEachSandbox
(
TFunctionRef< EBreakBehavior(const FString&InRootPath, const FSandboxMetaInfo&MetaData)> InProcess... |
Enumerates all known sandboxes. | ISandboxRepository.h | |
int32 NumSandboxes() |
ISandboxRepository.h | ||
FOnSandboxesChanged & OnSandboxesChanged() |
ISandboxRepository.h | ||
FOnSandboxMetaDataChanged & OnSandboxMetaDataChanged() |
ISandboxRepository.h | ||
bool ReadMetaData
(
const FString& InRootPath, |
ISandboxRepository.h |
Public Virtual
See Also
-
LoadMetaData) whenever possible to avoid excessive file reads
-
JSON parsing
-
etc. This is useful for
-
e.g. UI want to display the available sandboxes.