UDataRegistrySource

Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs

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MacOS
Linux

Inheritance Hierarchy

References

Module

DataRegistry

Header

/Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySource.h

Include

#include "DataRegistrySource.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, DefaultToInstanced, Within=DataRegistry, CollapseCategories)
class UDataRegistrySource : public UObject

Remarks

Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs

Variables

Name Description

Protected variable

bool

 

bIsInitialized

True if this is currently considered to be initialized

Protected variable UProperty

UDataRegistrySo...

 

ParentSource

What data source we were created from, if this is a transient source

Functions

Name Description

Public function Virtual

bool

 

AcquireItem

Call to start an acquire request

Public function Virtual

void

 

AddRuntimeSources

(
    TArray< UDataRegistrySource* >...
)

Gets the list of runtime sources that should be registered for this source, will either be itself or a list of children

Protected function

UDataRegistr...

 

CreateTransientSource

(
    TSubclassOf< UDataRegistrySource > ...
)

Creates a new runtime source, but does not register it yet

Public function Virtual

void

 

Deinitialize()

Called on editor-defined sources to disable access and restore to state before initialization, won't do anything if not initialized

Public function Virtual

void

 

EditorRefreshSource()

Called on editor-defined states to check to check a source is still valid after major changes

Public function Virtual Const

FString

 

GetDebugString()

Return a useful debug name for this source

Public function Virtual Const

EDataRegistr...

 

GetItemAvailability

(
    const FName& ResolvedName,
    const uint8** PrecachedDat...
)

Returns availability of individual item, also get raw memory address if available

Public function Const

const UScrip...

 

GetItemStruct()

Gets structure from parent registry

Public function Virtual

UDataRegistr...

 

GetOriginalSource()

Returns the editor-defined source, which is either this or the parent source

Public function Const

const UDataR...

 

GetRegistry()

The outer for this should always be a Registry

Public function

UDataRegistr...

 

GetRegistry()

The outer for this should always be a Registry

Public function Virtual Const

void

 

GetResolvedNames

(
    TArray< FName >& Names
)

Fills in set of all names provided by this source

Public function Virtual Const

EDataRegistr...

 

GetSourceAvailability()

Returns how available this data is generally

Public function Virtual

void

 

HandleAcquireResult

(
    const FDataRegistrySourceAcquireReq...,
    EDataRegistryAcquireStatus Status,
    uint8* ItemMemory
)

Call to indicate that a item is available, will insert into cache

Public function Virtual

bool

 

Initialize()

Called on editor-defined sources to initialize this source so it is ready to take requests

Public function Virtual Const

bool

 

IsInitialized()

Returns true if this state has been initialized for use

Public function Virtual Const

bool

 

IsSpecificAssetRegistered

(
    const FSoftObjectPath& AssetPath
)

Returns true if this asset is already registered with this source

Public function Virtual Const

bool

 

IsTransientSource()

Returns true if this is a runtime-only source

Public function Virtual

void

 

RefreshRuntimeSources()

Called to regenerate runtime sources if needed, won't do anything for simple sources

Public function Virtual

bool

 

RegisterSpecificAsset

(
    const FAssetData& AssetData,
    int32 AssetPriority
)

Attempt to register a specified asset with a source, returns true if any changes were made.

Public function Virtual

void

 

ResetRuntimeState()

Called on runtime sources to reset caches and related state because game has ended or registry settings have changed

Public function Virtual

void

 

TimerUpdate

(
    float CurrentTime,
    float TimerUpdateFrequency
)

Called by owning source as periodic update, can release resources or refresh connections

Public function Virtual

int32

 

UnregisterAssetsWithPriority

(
    int32 AssetPriority
)

Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset.

Public function Virtual

bool

 

UnregisterSpecificAsset

(
    const FSoftObjectPath& AssetPath
)

Removes references to a specific asset, returns bool if it was removed

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

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