FObjectRecord

Record of an object.

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References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h

Include

#include "Editor/Transactor.h"

Syntax

class FObjectRecord

Remarks

Record of an object.

Variables

Name Description

Public variable

FScriptArray &#...

 

Array

Array: If an array object, reference to script array

Public variable

bool

 

bFinalized

True if object has been finalized and generated diff data

Public variable

bool

 

bRestored

True if object has already been restored from data. False otherwise.

Public variable

bool

 

bSnapshot

True if object has been snapshot before

Public variable

bool

 

bWantsBinarySerialization

True if record should serialize data as binary blob (more compact).

Public variable

int32

 

Count

Array: How many items to record

Public variable

TUniquePtr< FCh...

 

CustomChange

Custom change to apply to this object to undo this record.

Public variable

STRUCT_DC

 

DefaultConstructor

Array: DefaultConstructor for each item in the array

Public variable

FTransactionObj...

 

DeltaChange

Delta change information between the state of the object when the transaction started, and the state of the object when the transaction ended

Public variable

STRUCT_DTOR

 

Destructor

Array: Destructor for each item in the array

Public variable

int32

 

ElementSize

Array: Size of each item in the array

Public variable

int32

 

Index

Array: Offset into the array

Public variable

FPersistentObje...

 

Object

Variables.

Public variable

int32

 

Oper

Public variable

FSerializedObje...

 

SerializedObject

The serialized object data

Public variable

FSerializedObje...

 

SerializedObjectFlip

The serialized object data that will be used when the transaction is flipped

Public variable

FSerializedObje...

 

SerializedObjectSnapshot

The serialized object data when it was last snapshot (if bSnapshot is true)

Public variable

STRUCT_AR

 

Serializer

Array: Serializer to use for each item in the array

Constructors

Name Description

Public function

FObjectRecord()

Constructors.

Public function

FObjectRecord

(
    FTransaction* Owner,
    UObject* InObject,
    TUniquePtr< FChange > InCustomChang...,
    FScriptArray* InArray,
    int32 InIndex,
    int32 InCount,
    int32 InOper,
    int32 InElementSize,
    STRUCT_DC InDefaultConstructor,
    STRUCT_AR InSerializer,
    STRUCT_DTOR InDestructor
)

Functions

Name Description

Public function

void

 

AddReferencedObjects

(
    FReferenceCollector& Collector
)

Used by GC to collect referenced objects.

Public function Const

bool

 

ContainsPieObject()

Public function Static

void

 

Diff

(
    const FTransaction* Owner,
    const FSerializedObject& OldSerial...,
    const FSerializedObject& NewSerial...,
    FTransactionObjectDeltaChange& Out...,
    const bool bFullDiff
)

Public function

void

 

Finalize

(
    FTransaction* Owner,
    TSharedPtr< ITransactionObjectAnnot...
)

Public function Const

bool

 

HasChanges()

Public function Const

bool

 

HasExpired()

Public function

void

 

Load

(
    FTransaction* Owner
)

Public function

void

 

Restore

(
    FTransaction* Owner
)

Public function

void

 

Save

(
    FTransaction* Owner
)

Public function

void

 

SerializeContents

(
    FArchive& Ar,
    int32 InOper
)

Functions.

Public function

void

 

SerializeObject

(
    FArchive& Ar
)

Public function

void

 

Snapshot

(
    FTransaction* Owner,
    TArrayView< const FProperty* >...
)

Classes

Name

Description

Public struct

FPersistentObjectRef

This type is necessary because the blueprint system is destroying and creating CDOs at edit time (usually on compile, but also on load), but also stores user entered data in the CDO.

Public class

FReader

Transfers data from an array.

Public struct

FSerializedObject

Public struct

FSerializedProperty

Public class

FWriter

Transfers data to an array.

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