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| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/ObjectLibrary.h |
Include |
#include "Engine/ObjectLibrary.h" |
class UObjectLibrary : public UObject
Class that holds a library of Objects
Name | Description | ||
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AssetDataList |
Asset data of objects that will belong in library, possibly not loaded yet |
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bHasBlueprintClasses |
True if this library holds blueprint classes, false if it holds other objects |
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bIncludeOnlyOnDiskAssets |
Whether to set bIncludeOnlyOnDiskAssets when setting up AR filters for discovering asset data |
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bIsFullyLoaded |
True if we've already fully loaded this library, can't do it twice |
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bIsGlobalAsyncScanEnvironment |
True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously |
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bRecursivePaths |
Whether to set bRecursivePaths when setting up AR filters for discovering asset data |
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bUseWeakReferences |
If this library should use weak pointers |
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DeferredAssetDataPaths |
The paths that we will query again once assets are finished being discovered |
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TObjectPtr< UCl... |
ObjectBaseClass |
Class that Objects must be of. |
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Objects |
List of Objects in library |
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OnObjectAddedEvent |
Delegates for when an object is added or removed from this library. |
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OnObjectRemovedEvent |
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WeakObjects |
Weak pointers to objects |
Name | Description | |
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UObjectLibrary ( |
Name | Description | ||
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AddObject ( |
Attempt to add a new Object, return true if added |
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ClearLoaded() |
Clears the current loaded objects and asset data |
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UObjectLibra... |
CreateLibrary |
Static function to create a new ObjectLibrary at runtime, with various options set There is now a better version of this functionality in AssetManager, if you are creating many game-specific libraries you should switch to using AssetManager instead |
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GetAssetDataCount() |
Returns the number of objects |
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GetAssetDataList ( |
Returns the list of asset data |
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GetObjectCount() |
Returns the number of objects |
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GetObjects ( |
Fills in a passed in array of objects, casts to proper type |
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IsLibraryFullyLoaded() |
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LoadAssetDataFromPath ( |
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LoadAssetDataFromPaths |
Gets asset data for assets in a subdirectory. Returns number of assets data loaded |
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LoadAssetsFromAssetData() |
Load all of the objects in asset data list into memory |
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LoadAssetsFromPath ( |
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LoadAssetsFromPaths |
Load an entire subdirectory of assets into this object library. Returns number of assets loaded |
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LoadBlueprintAssetDataFromPath ( |
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LoadBlueprintAssetDataFromPaths |
Load an entire subdirectory of blueprints into this object library. |
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LoadBlueprintsFromPath ( |
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LoadBlueprintsFromPaths |
Load an entire subdirectory of blueprints into this object library. |
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OnAssetRegistryFilesLoaded() |
Handler for when assets have finished scanning in the asset registry |
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FObjectLibra... |
OnObjectAdded() |
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FObjectLibra... |
OnObjectRemoved() |
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RemoveObject ( |
Attempt to remove an Object from the object, return true if removed |
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UseWeakReferences ( |
Set rather this library is using weak or strong references |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name |
Description |
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FObjectLibraryOnObjectAdded |
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FObjectLibraryOnObjectRemoved |