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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/DataTable.h |
Include |
#include "Engine/DataTable.h" |
class UDataTable : public UObject
Imported spreadsheet table.
Name | Description | ||
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TObjectPtr< cla... |
AssetImportData |
The file this data table was imported from, may be empty |
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uint8: 1 |
bIgnoreExtraFields |
Set to true to ignore extra fields in the import data, if false it will warn about them |
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uint8: 1 |
bIgnoreMissingFields |
Set to true to ignore any fields that are expected but missing, if false it will warn about them |
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uint8: 1 |
bStripFromClientBuilds |
Set to true to not cook this data table into client builds. |
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friend |
FDataTableEditorUtils |
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friend |
FDataTableImporterCSV |
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friend |
FDataTableImporterJSON |
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ImportKeyField |
Explicit field in import data to use as key. |
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RowMap |
Map of name of row to row data structure. |
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RowsSerializedWithTags |
When RowStruct is being modified, row data is stored serialized with tags |
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TObjectPtr< USc... |
RowStruct |
Structure to use for each row of the table, must inherit from FTableRowBase |
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RowStructName |
The name of the RowStruct we were using when we were last saved |
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TemporarilyReferencedObjects |
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friend |
UGameplayTagTableManager |
Name | Description | |
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UDataTable ( |
Name | Description | |
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~UDataTable() |
Name | Description | ||
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AddReferencedObjects ( |
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AddRow ( |
Copies RowData into table. |
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AddRowInternal |
Called to add rows to the data table |
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AllowDuplicateRowsOnImport() |
Returns true if it is valid to import multiple table rows with the same name; returns false otherwise |
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CleanBeforeStructChange() |
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CopyImportOptions ( |
Copies all the import options from another table, this does not copy row dawta |
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CreateTableFromCSVString ( |
Create table from CSV style comma-separated string. |
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CreateTableFromJSONString ( |
Create table from JSON style string. RowStruct must be defined before calling this function. |
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CreateTableFromOtherTable ( |
Create table from another Data Table |
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CreateTableFromRawData ( |
Create table from a raw data map with a given script struct |
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EmptyTable() |
Empty the table info (will not clear RowStruct) |
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T * |
FindRow |
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T * |
FindRow |
Function to find the row of a table given its name. |
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uint8 * |
FindRowUnchecked ( |
High performance version with no type safety |
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FProperty &#... |
FindTableProperty ( |
Returns the column property where PropertyName matches the name of the column property. |
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ForeachRow ( |
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ForeachRow ( |
Perform some operation for every row. |
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GetAllRows |
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GetAllRows |
Get all of the rows in the table, regardless of name |
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GetColumnTitles() |
Get an array of all the column titles, using the friendly display name from the property |
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UScriptStruc... |
GetEmptyUsingStruct() |
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GetNonConstRowMap() |
TODO: remove this, it is temporarily here to allow DataTableEditorUtils to compile until I get around to updating functions like RemoveRow and RenameRow. |
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const TMap< ... |
GetRowMap() |
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const TMap< ... |
GetRowMap() |
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GetRowNames() |
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const UScrip... |
GetRowStruct() |
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GetRowStructName() |
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GetTableAsCSV ( |
Output entire contents of table as CSV |
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GetTableAsJSON ( |
Output entire contents of table as JSON |
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GetTableAsString ( |
Output entire contents of table as a string |
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GetTableData ( |
Get array for each row in the table. The first row is the titles |
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GetTablePropertyArray |
Get array of UProperties that corresponds to columns in the table |
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GetUniqueColumnTitles() |
Get an array of all the column titles, using the unique name from the property |
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HandleDataTableChanged ( |
Call whenever the data of a table has changed, this calls the OnDataTableChanged() delegate and per-row callbacks. |
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LoadStructData ( |
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FOnDataTable... |
OnDataTableChanged() |
Gets a multicast delegate that is called any time the data table changes. |
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OnPostDataImported |
Called whenever new data is imported into the data table via CreateTableFrom*; Alerts each imported row and gives the row struct a chance to operate on the imported data |
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RemoveRow ( |
Removes a single row from the DataTable by name. Just returns if row is not found. |
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RestoreAfterStructChange() |
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SaveStructData ( |
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WriteRowAsJSON ( |
Output the fields from a particular row (use RowMap to get RowData) to an existing JsonWriter |
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WriteTableAsJSON ( |
Output entire contents of table as JSON |
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WriteTableAsJSONObject ( |
Output entire contents of table as a JSON Object |
Name | Description | ||
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FinishDestroy() |
Called to finish destroying the object. |
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GetAssetRegistryTags ( |
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 |
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GetPreloadDependencies |
Called during cooking. |
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GetResourceSizeEx ( |
Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific). |
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NeedsLoadForClient() |
Called during saving to determine the load flags to save with the object. |
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NeedsLoadForEditorGame() |
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. |
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostInitProperties() |
Called after the C++ constructor and after the properties have been initialized, including those loaded from config. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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Serialize ( |
Handles reading, writing, and reference collecting using FArchive. |
Name |
Description |
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FScopedDataTableChange |
Used to trigger the data table changed delegate. |
Name |
Description |
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FOnDataTableChanged |
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FOnDataTableImport |
Name | Description | ||
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ImportPath_DEPRECATED |
The filename imported to create this object. |