FLinkerLoad::PRIVATE_PatchNewObjectIntoExport

Replaces OldObject's entry in its linker with NewObject, so that all subsequent loads of OldObject will return NewObject.

Windows
MacOS
Linux

References

Module

CoreUObject

Header

/Engine/Source/Runtime/CoreUObject/Public/UObject/LinkerLoad.h

Include

#include "UObject/LinkerLoad.h"

Source

/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

Syntax

static void PRIVATE_PatchNewObjectIntoExport
(
    UObject * OldObject,
    UObject * NewObject
)

Remarks

Replaces OldObject's entry in its linker with NewObject, so that all subsequent loads of OldObject will return NewObject. This is used to update instanced components that were serialized out, but regenerated during compile-on-load

OldObject will be consigned to oblivion, and NewObject will take its place.

WARNING!!! This function is potentially very dangerous! It should only be used at very specific times, and in very specific cases. If you're unsure, DON'T TRY TO USE IT!!!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! CAUTION: This function is potentially DANGEROUS. Should only be used when you're really, really sure you know what you're doing. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Replaces OldObject's entry in its linker with NewObject, so that all subsequent loads of OldObject will return NewObject. This is used to update instanced components that were serialized out, but regenerated during compile-on-load

OldObject will be consigned to oblivion, and NewObject will take its place.

WARNING!!! This function is potentially very dangerous! It should only be used at very specific times, and in very specific cases. If you're unsure, DON'T TRY TO USE IT!!!

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