Module |
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Header |
/Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource.h |
Include |
#include "DataRegistrySource.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, DefaultToInstanced, Within=DataRegistry, CollapseCategories)
class UDataRegistrySource : public UObject
Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs
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bIsInitialized |
True if this is currently considered to be initialized |
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ParentSource |
What data source we were created from, if this is a transient source |
Name | Description | ||
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AcquireItem |
Call to start an acquire request |
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AddRuntimeSources ( |
Gets the list of runtime sources that should be registered for this source, will either be itself or a list of children |
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UDataRegistr... |
CreateTransientSource ( |
Creates a new runtime source, but does not register it yet |
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Deinitialize() |
Called on editor-defined sources to disable access and restore to state before initialization, won't do anything if not initialized |
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EditorRefreshSource() |
Called on editor-defined states to check to check a source is still valid after major changes |
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GetDebugString() |
Return a useful debug name for this source |
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EDataRegistr... |
GetItemAvailability |
Returns availability of individual item, also get raw memory address if available |
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const UScrip... |
GetItemStruct() |
Gets structure from parent registry |
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UDataRegistr... |
GetOriginalSource() |
Returns the editor-defined source, which is either this or the parent source |
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const UDataR... |
GetRegistry() |
The outer for this should always be a Registry |
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UDataRegistr... |
GetRegistry() |
The outer for this should always be a Registry |
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GetResolvedNames |
Fills in set of all names provided by this source |
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EDataRegistr... |
GetSourceAvailability() |
Returns how available this data is generally |
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HandleAcquireResult ( |
Call to indicate that a item is available, will insert into cache |
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Initialize() |
Called on editor-defined sources to initialize this source so it is ready to take requests |
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IsInitialized() |
Returns true if this state has been initialized for use |
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IsSpecificAssetRegistered ( |
Returns true if this asset is already registered with this source |
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IsTransientSource() |
Returns true if this is a runtime-only source |
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RefreshRuntimeSources() |
Called to regenerate runtime sources if needed, won't do anything for simple sources |
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RegisterSpecificAsset ( |
Attempt to register a specified asset with a source, returns true if any changes were made. |
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ResetRuntimeState() |
Called on runtime sources to reset caches and related state because game has ended or registry settings have changed |
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TimerUpdate ( |
Called by owning source as periodic update, can release resources or refresh connections |
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UnregisterAssetsWithPriority ( |
Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. |
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UnregisterSpecificAsset ( |
Removes references to a specific asset, returns bool if it was removed |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |