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Name |
Description |
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FDataRegistryAcquireResult |
Result struct for acquiring, this should never be stored long term and the memory is only valid in the current stack frame |
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FDataRegistryCacheGetResult |
Information about success and usage safety of cache queries |
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FDataRegistryCachePolicy |
Rules to use when deciding how to unload registry items and related assets |
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FDataRegistryId |
Identifier for a specific DataRegistryItem, provides the user with a Tag or dropdown-based UI for selecting based on the available index info |
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FDataRegistryIdFormat |
Struct representing how a unique id is formatted and picked in the editor |
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FDataRegistryItemAcquiredBPCallback |
Blueprint delegate called when item is loaded, you will need to re-query the cache |
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FDataRegistryLookup |
A resolved unique id for a specific source, explains how to look it up. |
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FDataRegistryModule |
Module logic, most of the time you want to access DataRegistrySubsystem directly |
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FDataRegistryRequestId |
Simple unique id for an acquire request |
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FDataRegistryResolver |
Abstract structure used to resolve data registry IDs by game or plugin-specific systems |
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FDataRegistryResolverScope |
Scope object to set a temporary resolver, or register a global one |
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FDataRegistrySource_DataTableRules |
Rules struct for data table access |
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FDataRegistrySourceAcquireRequest |
Simple struct describing an acquire request, can be subclassed by different sources |
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FDataRegistrySourceItemId |
A debugging/editor struct used to describe the source for a single data registry item |
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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. |
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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 |
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UDataRegistrySettings |
Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules |
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UDataRegistrySource |
Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs |
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UDataRegistrySource_CurveTable |
Data source that loads from a specific curve table asset |
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UDataRegistrySource_DataTable |
Data source that loads from a specific data table containing the same type of structs as the registry |
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UDataRegistrySubsystem |
Singleton manager that provides synchronous and asynchronous access to data registries |
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UMetaDataRegistrySource |
Base class for a data source that generates additional data sources at runtime |
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UMetaDataRegistrySource_CurveTable |
Meta source that will generate CurveTable sources at runtime based on a directory scan or asset registration |
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UMetaDataRegistrySource_DataTable |
Meta source that will generate DataTable sources at runtime based on a directory scan or asset registration |
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 |
Name |
Description |
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EDataRegistryAcquireStatus |
State of a registry async request |
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EDataRegistryAvailability |
General rule about how hard it is to access an item, with later entries being the most available and faster to access |
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EDataRegistryCacheGetStatus |
Information about the cache status of an item |
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EDataRegistryCacheVersionSource |
Where the cache version comes from, the upper values of this can be used for game-specific sources |
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EDataRegistrySubsystemGetItemResult |
Enum used to indicate success or failure of EvaluateCurveTableRow. |
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EMetaDataRegistrySourceAssetUsage |
Rules specifying how a meta source will deal with assets, arranged as a semi-bitfield |
Name | Description | ||
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GetTypeHash ( |
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GetTypeHash ( |
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constexpr bo... |
operator! |
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operator!= ( |
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operator!= ( |
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constexpr EM... |
operator& |
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EMetaDataReg... |
operator&= |
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constexpr EM... |
operator^ |
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EMetaDataReg... |
operator^= |
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constexpr EM... |
operator| |
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EMetaDataReg... |
operator|= |
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constexpr EM... |
operator~ |
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operator== ( |
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operator== ( |