UDataRegistrySource_CurveTable

Data source that loads from a specific curve table asset

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

DataRegistry

Header

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

Include

#include "DataRegistrySource_CurveTable.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="CurveTable Source"))
class UDataRegistrySource_CurveTable : public UDataRegistrySource

Remarks

Data source that loads from a specific curve table asset

Variables

Name Description

Protected variable UProperty Transient

UCurveTable ...

 

CachedTable

Hard ref to loaded table

Protected variable

float

 

LastAccessTime

Last time this was accessed

Protected variable

TSharedPtr< FSt...

 

LoadingTableHandle

Handle for in progress load

Protected variable

TArray< FDataRe...

 

PendingAcquires

List of requests to resolve when table is loaded

Protected variable UProperty

UCurveTable ...

 

PreloadTable

Preload table ref, will be set if this is a hard source

Public variable UProperty Category, EditAnywhere

TSoftObjectPtr<...

 

SourceTable

What table to load from

Public variable UProperty Category, EditAnywhere

FDataRegistrySo...

 

TableRules

Access rules

Functions

Name Description

Protected function Virtual

void

 

ClearCachedTable()

Clears cached table pointer so it can be GCd

Protected function Virtual

void

 

HandlePendingAcquires()

Tells it to go through each pending acquire

Protected function Virtual

void

 

OnTableLoaded()

Callback after table loads

Protected function Virtual

void

 

SetCachedTable

(
    bool bForceLoad
)

Tells it to set CachedTable if possible

Public function

void

 

SetSourceTable

(
    const TSoftObjectPtr< UCurveTable >...,
    const FDataRegistrySource_DataTable...
)

Update source table and rules, meant to be called from a meta source

Overridden from UDataRegistrySource

Name Description

Protected function Virtual

bool

 

AcquireItem

Call to start an acquire request

Protected function Virtual

void

 

EditorRefreshSource()

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

Protected function Virtual Const

FString

 

GetDebugString()

Return a useful debug name for this source

Protected function Virtual Const

EDataRegistr...

 

GetItemAvailability

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

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

Protected function Virtual Const

void

 

GetResolvedNames

(
    TArray< FName >& Names
)

Fills in set of all names provided by this source

Protected function Virtual Const

EDataRegistr...

 

GetSourceAvailability()

Returns how available this data is generally

Protected function Virtual

bool

 

Initialize()

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

Protected function Virtual

void

 

ResetRuntimeState()

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

Protected function Virtual

void

 

TimerUpdate

(
    float CurrentTime,
    float TimerUpdateFrequency
)

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

Overridden from UObject

Name Description

Protected function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Protected function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

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