UGameFeaturesProjectPolicies

This class allows project-specific rules to be implemented for game feature plugins.

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

GameFeatures

Header

/Engine/Plugins/Experimental/GameFeatures/Source/GameFeatures/Public/GameFeaturesProjectPolicies.h

Include

#include "GameFeaturesProjectPolicies.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UGameFeaturesProjectPolicies : public UObject

Remarks

This class allows project-specific rules to be implemented for game feature plugins. Create a subclass and choose it in Project Settings .. Game Features

Functions

Name Description

Public function Virtual Const

void

 

GetGameFeatureLoadingMode

(
    bool& bLoadClientData,
    bool& bLoadServerData
)

Called to determine if this should be treated as a client, server, or both for data preloading Actions can use this to decide what to load at runtime

Public function Virtual Const

TArray< FPri...

 

GetPreloadAssetListForGameFeature

(
    const UGameFeatureData* GameFe...
)

Called when a game feature plugin enters the Loading state to determine additional assets to load.

Public function Virtual Const

const TArray...

 

GetPreloadBundleStateForGameFeature()

Returns the bundle state to use for assets returned by GetPreloadAssetListForGameFeature() See the Asset Manager documentation for more information about asset bundles

Public function Virtual

void

 

InitGameFeatureManager()

Called when the game feature manager is initialized.

Public function Virtual Const

bool

 

IsPluginAllowed

(
    const FString& PluginURL
)

Called to determine if a plugin is allowed to be loaded or not (e.g., when doing a fast cook a game might want to disable some or all game feature plugins)

Public function Virtual

void

 

ShutdownGameFeatureManager()

Called when the game feature manager is shut down.

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