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API > API/Plugins > API/Plugins/GameFeatures
Inheritance Hierarchy
- UObject
- UGameFeaturesProjectPolicies
- UDefaultGameFeaturesProjectPolicies
References
| Module | GameFeatures |
| Header | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeaturesProjectPolicies.h |
| Include | #include "GameFeaturesProjectPolicies.h" |
Syntax
UCLASS ()
class UGameFeaturesProjectPolicies : public UObject
Remarks
This class allows project-specific rules to be implemented for game feature plugins. Create a subclass and choose it in Project Settings .. Game Features
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ExplicitLoadGameFeaturePlugin
(
const FString& PluginURL, |
Called by code that explicitly wants to load a specific plugin (e.g., when using a fast cook a game might want to allow explicitly loaded game feature plugins) | |
| void | GetGameFeatureLoadingMode
(
bool& bLoadClientData, |
Called to determine if this should be treated as a client, server, or both for data preloading Actions can use this to decide what to load at runtime | |
| bool | GetGameFeaturePluginURL
(
const TSharedRef< IPlugin >& Plugin, |
Called to determine the plugin URL for a given known Plugin. Can be used if the policy wants to deliver non file based URLs. | |
| TArray< FPrimaryAssetId > | GetPreloadAssetListForGameFeature
(
const UGameFeatureData* GameFeatureToLoad, |
Called when a game feature plugin enters the Loading state to determine additional assets to load. | |
| const TArray< FName > | Returns the bundle state to use for assets returned by GetPreloadAssetListForGameFeature() See the Asset Manager documentation for more information about asset bundles | ||
| TValueOrError< TArray< FName >, FString > | GetStreamingAssetInstallBundles
(
FStringView PluginURL |
Called to resolve install bundles for streaming asset dependencies. | |
| void | Called when the game feature manager is initialized. | ||
| bool | IsPluginAllowed
(
const FString& PluginURL |
Called to determine if a plugin is allowed to be loaded or not (e.g., when doing a fast cook a game might want to disable some or all game feature plugins) | |
| TValueOrError< FString, FString > | ResolvePluginDependency
(
const FString& PluginURL, |
Called to resolve plugin dependencies, will successfully return an empty string if a dependency is not a GFP. | |
| void | Called when the game feature manager is shut down. | ||
| bool | WillPluginBeCooked
(
const FString& PluginFilename, |
Called to determined the expected state of a plugin under the WhenLoading conditions. |