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| UObjectBase
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Module |
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Header |
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h |
Include |
#include "SubobjectDataSubsystem.h" |
class USubobjectDataSubsystem : public UEngineSubsystem
The Subobject Data Subsystem will produce the reflected subobject data based on a given root object. A root object can be anything, an actor instance clicked on via the level editor, a UBlueprint* by opening an asset, or something piped in from python or other scripting languages.
Name | Description | ||
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FSubobjectDa... |
AddNewSubobject ( |
Add a new subobject as a child to the given parent object |
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AttachSubobject ( |
Add the given subobject to a new owner. |
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FScopedTrans... |
BeginTransaction ( |
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CanCopySubobjects ( |
Returns true if the given array of handles represents subobjects that can be copied. |
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CanPasteSubobjects ( |
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CopySubobjects ( |
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UClass * |
CreateNewBPComponent ( |
Creates a new Blueprint component from the specified class type The user will be prompted to pick a new subclass name and a blueprint asset will be created |
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UClass * |
CreateNewCPPComponent ( |
Creates a new C++ component from the specified class type The user will be prompted to pick a new subclass name and code will be recompiled |
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DeleteSubobject ( |
Attempts to delete the given subobject from its blueprint context |
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DeleteSubobjects ( |
Attempts to delete the given array of subobjects from their context |
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DeleteSubobjects ( |
Attempts to delete the given array of subobjects from their context |
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DetachSubobject ( |
Remove the child subobject from the owner |
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DuplicateSubobjects ( |
Duplicate the given array of subobjects on the context. |
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FSubobjectDa... |
FindHandleForObject ( |
Attempt to find an existing handle for the given object. |
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FSubobjectDa... |
FindSceneRootForSubobject ( |
Find the scene root for a given subobject handle. |
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GatherSubobjectData ( |
Gather all subobjects that the given UObject context has. |
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USubobjectDa... |
Get() |
Static wrapper for getting this engine subsystem. |
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FSubobjectDa... |
GetActorRootHandle ( |
Walk the hierarchy up to find the AActor root for the given handle |
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FSubobjectFa... |
GetSubobjectFactoryManager() |
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IsValidRename ( |
Returns true if the given new text is a valid option to rename the subobject with the given handle. |
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K2_DeleteSubobjectFromInstance ( |
Attempts to delete the given subobject from its context |
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K2_DeleteSubobjectsFromInstance ( |
Attempts to delete the given array of subobjects from their context |
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K2_FindSubobjectDataFromHandle ( |
Attempt to find the subobject data for a given handle. |
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K2_GatherSubobjectDataForBlueprint ( |
Gather all subobjects that the given Blueprint context has. |
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K2_GatherSubobjectDataForInstance ( |
Gather all subobjects that the given actor instance has. |
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MakeNewSceneRoot ( |
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PasteSubobjects ( |
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RenameSubobject ( |
Attempts to rename the given subobject to the new name. |
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RenameSubobjectMemberVariable ( |
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ReparentSubobject ( |
Attempts to reparent the given subobject to the new parent |
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ReparentSubobjects ( |
Attempts to reparent all subobjects in the HandlesToMove array to the new parent handle. |
Name | Description | ||
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Deinitialize() |
Implement this for deinitialization of instances of the system |
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Initialize ( |
Implement this for initialization of instances of the system |