DataRegistry

Windows
MacOS
Linux

Classes

Name

Description

Public struct

FDataRegistryAcquireResult

Result struct for acquiring, this should never be stored long term and the memory is only valid in the current stack frame

Public struct

FDataRegistryCacheGetResult

Information about success and usage safety of cache queries

Public struct UStruct BlueprintType

FDataRegistryCachePolicy

Rules to use when deciding how to unload registry items and related assets

Public struct UStruct BlueprintType

FDataRegistryId

Identifier for a specific DataRegistryItem, provides the user with a Tag or dropdown-based UI for selecting based on the available index info

Public struct UStruct

FDataRegistryIdFormat

Struct representing how a unique id is formatted and picked in the editor

Public class

FDataRegistryItemAcquiredBPCallback

Blueprint delegate called when item is loaded, you will need to re-query the cache

Public struct UStruct BlueprintType

FDataRegistryLookup

A resolved unique id for a specific source, explains how to look it up.

Public class

FDataRegistryModule

Module logic, most of the time you want to access DataRegistrySubsystem directly

Public struct

FDataRegistryRequestId

Simple unique id for an acquire request

Public struct

FDataRegistryResolver

Abstract structure used to resolve data registry IDs by game or plugin-specific systems

Public struct

FDataRegistryResolverScope

Scope object to set a temporary resolver, or register a global one

Public struct UStruct

FDataRegistrySource_DataTableRules

Rules struct for data table access

Public struct

FDataRegistrySourceAcquireRequest

Simple struct describing an acquire request, can be subclassed by different sources

Public struct UStruct

FDataRegistrySourceItemId

A debugging/editor struct used to describe the source for a single data registry item

Public struct UStruct BlueprintType

FDataRegistryType

A DataRegistry item is an arbitrary USTRUCT representing a specific piece of data, that can be acquired from many possible sources, cached, and returned to requesting code.

Public class UClass

UDataRegistry

Defines a place to efficiently store and retrieve structure data, can be used as a wrapper around Data/Curve Tables or extended with other sources

Public class UClass NotPlaceable, Meta Config defaultconfig

UDataRegistrySettings

Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules

Public class UClass Abstract collapsecategories, defaulttoinstanced, editinlinenew, within

UDataRegistrySource

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

Public class UClass Meta

UDataRegistrySource_CurveTable

Data source that loads from a specific curve table asset

Public class UClass Meta

UDataRegistrySource_DataTable

Data source that loads from a specific data table containing the same type of structs as the registry

Public class UClass notblueprinttype

UDataRegistrySubsystem

Singleton manager that provides synchronous and asynchronous access to data registries

Public class UClass Abstract

UMetaDataRegistrySource

Base class for a data source that generates additional data sources at runtime

Public class UClass Meta

UMetaDataRegistrySource_CurveTable

Meta source that will generate CurveTable sources at runtime based on a directory scan or asset registration

Public class UClass Meta

UMetaDataRegistrySource_DataTable

Meta source that will generate DataTable sources at runtime based on a directory scan or asset registration

Typedefs

Name

Description

FDataRegistryBatchAcquireCallback

Delegate called in C++ when multiple items are acquired, returns worst error experienced

FDataRegistryCacheVersionCallback

Multicast delegate broadcast called when a data registry's cache version has changed

FDataRegistryItemAcquiredCallback

Delegate called in C++ when item is loaded

Enums

Name

Description

Public enum UEnum

EDataRegistryAcquireStatus

State of a registry async request

Public enum UEnum

EDataRegistryAvailability

General rule about how hard it is to access an item, with later entries being the most available and faster to access

Public enum

EDataRegistryCacheGetStatus

Information about the cache status of an item

Public enum

EDataRegistryCacheVersionSource

Where the cache version comes from, the upper values of this can be used for game-specific sources

Public enum UEnum

EDataRegistrySubsystemGetItemResult

Enum used to indicate success or failure of EvaluateCurveTableRow.

Public enum UEnum

EMetaDataRegistrySourceAssetUsage

Rules specifying how a meta source will deal with assets, arranged as a semi-bitfield

Functions

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