UObjectRedirector

This class will redirect an object load to another object, so if an object is renamed to a different package or group, external references to the object can be found

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Inheritance Hierarchy

References

Module

CoreUObject

Header

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

Include

#include "UObject/ObjectRedirector.h"

Syntax

class UObjectRedirector : public UObject

Remarks

This class will redirect an object load to another object, so if an object is renamed to a different package or group, external references to the object can be found

Variables

Name Description

Public variable

UObject *

 

DestinationObject

Variables.

Constructors

Name Description

Public function

UObjectRedirector

(
    const FObjectInitializer& ObjectIn...
)

Public function

UObjectRedirector

(
    FVTableHelper& Helper
)

DO NOT USE. This constructor is for internal usage only for hot-reload purposes.

Functions

Name Description

Public function Static

void

 

__DefaultConstructor

(
    const FObjectInitializer& X
)

Public function Static

UObject *...

 

__VTableCtorCaller

(
    FVTableHelper& Helper
)

Public function Static

UClass *

 

StaticClass()

Returns a UClass object representing this class at runtime

Public function Static

EClassCastFl...

 

StaticClassCastFlags()

Returns the static cast flags for this class

Public function Static

const TCHAR ...

 

StaticPackage()

Returns the package this class belongs in

Public function Static

void

 

StaticRegisterNativesUObjectRedirector()

Overridden from UObject

Name Description

Public function Virtual Const

void

 

GetAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

Public function Virtual Const

bool

 

GetNativePropertyValues

(
    TMap< FString, FString >& out_Prop...,
    uint32 ExportFlags
)

Callback for retrieving a textual representation of natively serialized properties.

Public function Virtual Const

bool

 

HasNonEditorOnlyReferences()

Called during saving to determine if the object's references are used in game even when the object itself is never loaded outside the editor (because e.g. its references are followed during cooking)

Public function Virtual Const

bool

 

NeedsLoadForEditorGame()

Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Presave function.

Public function Virtual

void

 

Serialize

(
    FStructuredArchive::FRecord Record
)

Handles reading, writing, and reference collecting using FArchive.

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Operators

Name Description

Public function

void *

 

operator new

(
    const size_t InSize,
    EInternal InInternalOnly,
    UObject* InOuter,
    FName InName,
    EObjectFlags InSetFlags
)

For internal use only; use StaticConstructObject() to create new objects.

Public function

void *

 

operator new

(
    const size_t InSize,
    EInternal* InMem
)

For internal use only; use StaticConstructObject() to create new objects.

Typedefs

Name

Description

Super

Typedef for the base class (UObject)

ThisClass

Typedef for UObjectRedirector.

Constants

Name

Description

StaticClassFlags

Bitwise union of EClassFlags pertaining to this class.

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