Navigation
API > API/Plugins > API/Plugins/GameFeatures
| Name | FGameFeatureStateHandleReferenceController |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureStateHandleReferenceController.h |
| Include Path | #include "GameFeatureStateHandleReferenceController.h" |
Syntax
class FGameFeatureStateHandleReferenceController
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameFeatureStateHandleReferenceController.h | |||
| GameFeatureStateHandleReferenceController.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Internal | TUniquePtr< FGameFeatureStateHandleReferenceControllerInternal > | GameFeatureStateHandleReferenceController.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOrUpdateReference
(
const FGameFeatureStateHandle& StateHandle, |
Adds or Updates the GFP URL to the PluginState | GameFeatureStateHandleReferenceController.h | |
int32 CompareAndLogGameFeatureDifferences
(
const FGameFeatureStateHandle& A, |
Compare and log differences between two state handle owned GFPs. | GameFeatureStateHandleReferenceController.h | |
bool GetMinimumRequiredStateForGameFeaturePlugin
(
const FString& GameFeaturePluginURL, |
From the RefCounts gets the lowest GFP state required by a GFP we are tracking into OutPluginState | GameFeatureStateHandleReferenceController.h | |
void LoadAndActivateGameFeaturePlugin
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void LoadAndActivateGameFeaturePlugin
(
const FGameFeatureStateHandle& StateHandle, |
For all these functions, Register, Load, and Activate override the GameFeaturesSubsytem one to simply do for now: | GameFeatureStateHandleReferenceController.h | |
void LoadBuiltInGameFeaturePlugins_Amortized
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void LoadGameFeaturePlugin
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void LoadGameFeaturePlugin
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void MergeGameFeatureStateHandle
(
const FGameFeatureStateHandle& From, |
The From StateHandles internals are appended to the To StateHandle, and the list of GFPs in From are Emptied | GameFeatureStateHandleReferenceController.h | |
void RegisterGameFeaturePlugin
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void RegisterGameFeaturePlugin
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void RegisterNewStateHandle
(
const FGameFeatureStateHandle& StateHandle, |
GameFeatureStateHandleReferenceController.h | ||
void ResetGameFeatureStateHandle
(
const FGameFeatureStateHandle& StateHandle, |
Removes all the GFPs references held by this list of handles, and will empty out the StateHandle list | GameFeatureStateHandleReferenceController.h | |
void UnregisterStateHandle
(
const FGameFeatureStateHandle& StateHandle |
GameFeatureStateHandleReferenceController.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FGameFeatureStateHandleReferenceController & Get() |
GameFeatureStateHandleReferenceController.h | ||
static bool IsLifetimeControlEnabled() |
GameFeatureStateHandleReferenceController.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameFeatureStateHandleReferenceController & operator=
(
FGameFeatureStateHandleReferenceController const& |
GameFeatureStateHandleReferenceController.h |