Navigation
API > API/Plugins > API/Plugins/GameFeatures > API/Plugins/GameFeatures/FGameFeatureStateHandleReference-
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddOrUpdateReference
(
const FGameFeatureStateHandle& StateHandle, |
Adds or Updates the GFP URL to the PluginState | GameFeatureStateHandleReferenceController.h | |
void AddOrUpdateReference
(
const FGuid& StateHandleId, |
Internal function so we can handle callbacks safely if the StateHandle passed in goes out of scope, we can detect missing guids over corrupted memory | GameFeatureStateHandleReferenceController.h |
AddOrUpdateReference(const FGameFeatureStateHandle &, const FString &, EGameFeaturePluginState, bool)
Description
Adds or Updates the GFP URL to the PluginState
| Name | AddOrUpdateReference |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureStateHandleReferenceController.h |
| Include Path | #include "GameFeatureStateHandleReferenceController.h" |
| Source | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Private/GameFeatureStateHandleReferenceController.cpp |
void AddOrUpdateReference
(
const FGameFeatureStateHandle & StateHandle,
const FString & GameFeaturePluginURL,
EGameFeaturePluginState PluginState,
bool bCollectDepends
)
AddOrUpdateReference(const FGuid &, const FString &, EGameFeaturePluginState, bool)
Description
Internal function so we can handle callbacks safely if the StateHandle passed in goes out of scope, we can detect missing guids over corrupted memory
Adds a reference count to a PluginState to a GFP and owned by a StateHandle (GUID)
- From the StateHandle (GUID) get the Internal Handle
- If collecting all the depends for the GFP, collect them all + their current plugin state (this may be incorrect, and needs to be refreshed later)
- For each GFP + depends:
- Update the RefCount for the GFP with the StateHandle (GUID) + PluginState. Each RefCount can only hold a count for a StateHandle (GUID) + PluginState, no dup StateHandle (GUID) + different plugin states are allowed
- Add or Update the Internal Handle to own a GFP at a PluginState
| Name | AddOrUpdateReference |
| Type | function |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureStateHandleReferenceController.h |
| Include Path | #include "GameFeatureStateHandleReferenceController.h" |
| Source | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Private/GameFeatureStateHandleReferenceController.cpp |
void AddOrUpdateReference
(
const FGuid & StateHandleId,
const FString & GameFeaturePluginURL,
EGameFeaturePluginState PluginState,
bool bCollectDepends
)