UCloudStorageBase

Base class for the various platform interface classes.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/CloudStorageBase.h

Include

#include "Engine/CloudStorageBase.h"

Syntax

class UCloudStorageBase : public UPlatformInterfaceBase

Remarks

Base class for the various platform interface classes.

Variables

Name Description

Public variable

uint32: 1

 

bSuppressDelegateCalls

If true, delegate callbacks should be skipped.

Public variable

TArray< FString...

 

LocalCloudFiles

When using local storage (aka "cloud emulation"), this maintains a list of the file paths.

Constructors

Name Description

Public function

UCloudStorageBase

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Virtual

int32

 

CreateCloudDocument

(
    const FString& Filename
)

Create a new document in the cloud (uninitialized, unsaved, use the Write/Save functions)

Public function Virtual

FString

 

GetCloudDocumentName

(
    int32 Index
)

Public function Virtual

int32

 

GetNumCloudDocuments

(
    bool bIsForConflict
)

Public function Virtual

void

 

Init()

Performs any initialization.

Public function Virtual

void

 

ParseDocumentAsBytes

(
    int32 Index,
    TArray< uint8 >& ByteData,
    bool bIsForConflict
)

Once a document has been read in, use this to return a string representing the.

Public function Virtual

UObject *...

 

ParseDocumentAsObject

(
    int32 Index,
    TSubclassOf< class UObject > Object...,
    int32 ExpectedVersion,
    bool bIsForConflict
)

Once a document has been read in, use this to return a string representing the entire document.

Public function Virtual

FString

 

ParseDocumentAsString

(
    int32 Index,
    bool bIsForConflict
)

Once a document has been read in, use this to return a string representing the entire document.

Public function Virtual

bool

 

QueryForCloudDocuments()

Kick off an async query of documents that exist in the cloud.

Public function Virtual

bool

 

ReadCloudDocument

(
    int32 Index,
    bool bIsForConflict
)

Reads a document into memory (or whatever is needed so that the ParseDocumentAs* functions operate synchronously without stalling the game).

Public function Virtual

bool

 

ReadKeyValue

(
    const FString& KeyName,
    EPlatformInterfaceDataType Type,
    UObject* SerializedObj
)

Initiate reading a key/value pair from cloud storage.

Public function Virtual

bool

 

ResolveConflictWithNewestDocument()

If there was a conflict notification, this will simply tell the cloud interface to choose the most recently modified version, and toss any others.

Public function Virtual

bool

 

ResolveConflictWithVersionIndex

(
    int32 Index
)

If there was a conflict notification, this will tell the cloud interface to choose the version with a given Index to be the master version, and to toss any others.

Public function Virtual

bool

 

SaveDocumentWithBytes

(
    int32 Index,
    const TArray< uint8 >& ByteData
)

Prepare a document for writing to the cloud with an array of bytes as input data.

Public function Virtual

bool

 

SaveDocumentWithObject

(
    int32 Index,
    UObject* ObjectData,
    int32 SaveVersion
)

Prepare a document for writing to the cloud with an object as input data. This is synchronous.

Public function Virtual

bool

 

SaveDocumentWithString

(
    int32 Index,
    const FString& StringData
)

Prepare a document for writing to the cloud with a string as input data. This is synchronous.

Public function Virtual

bool

 

WriteCloudDocument

(
    int32 Index
)

Writes a document that has been already "saved" using the SaveDocumentWith* functions.

Public function Virtual

bool

 

WriteKeyValue

(
    const FString& KeyName,
    const FPlatformInterfaceData& Valu...
)

Write a key/value pair to the cloud.

Help shape the future of Unreal Engine documentation! Tell us how we're doing so we can serve you better.
Take our survey
Dismiss