UObject

The base class of all UE objects.

Inheritance Hierarchy

References

Module

CoreUObject

Header

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

Include

#include "UObject/Object.h"

Syntax

class UObject : public UObjectBaseUtility

Remarks

The base class of all UE objects. The type of an object is defined by its UClass. This provides support functions for creating and using objects, and virtual functions that should be overridden in child classes.

Constructors

Name Description

Public function

UObject()

Default constructor

Public function

UObject

(
    const FObjectInitializer& ObjectIn...
)

Constructor that takes an ObjectInitializer.

Public function

UObject

(
    FVTableHelper& Helper
)

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

Public function

UObject

(
    EStaticConstructor,
    EObjectFlags InFlags
)

DO NOT USE. This constructor is for internal usage only for statically-created objects.

Functions

Name Description

Public function Static

void

 

__DefaultConstructor

(
    const FObjectInitializer& X
)

Public function Static

UObject *...

 

__VTableCtorCaller

(
    FVTableHelper& Helper
)

Public function Const

void

 

AbortInsideMemberFunction()

Abort with a member function call at the top of the callstack, helping to ensure that most platforms will stuff this object's memory into the resulting minidump.

Public function Static

void

 

AddReferencedObjects

(
    UObject* InThis,
    FReferenceCollector& Collector
)

Callback used to allow object register its direct object references that are not already covered by the token stream.

Public function Static

void

 

AppendToClassSchema

(
    FAppendToClassSchemaContext& Conte...
)

Append config values or settings that can change how instances of the class are cooked, including especially values that determine how version upgraded are conducted.

Public function Virtual Const

bool

 

AreNativePropertiesIdenticalTo

(
    UObject* Other
)

Returns whether native properties are identical to the one of the passed in component.

Public function Virtual

void

 

BeginCacheForCookedPlatformData

(
    const ITargetPlatform* TargetP...
)

Starts caching of platform specific data for the target platform Called when cooking before serialization so that object can prepare platform specific data Not called during normal loading of objects

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Public function Virtual Const

void

 

BuildSubobjectMapping

(
    UObject* OtherObject,
    TMap< UObject*, UObject* ...
)

Given OtherObject (which will be the same type as 'this'), recursively find any matching sub-objects from 'this' that also exist within OtherObject, and add the mappings to ObjectMapping.

Public function

void

 

CallAddReferencedObjects

(
    FReferenceCollector& Collector
)

Helper function to call AddReferencedObjects for this object's class.

Public function

void

 

CallFunction

(
    FFrame& Stack,
    void*const Z_Param__Result,
    UFunction* Function
)

Internal VM method for executing a function

Public function

bool

 

CallFunctionByNameWithArguments

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UObject* Executor,
    bool bForceCallWithNonExec
)

Handle calling a function by name when executed from the console or a command line

Public function Virtual

bool

 

CallRemoteFunction

(
    UFunction* Function,
    void* Parms,
    FOutParmRec* OutParms,
    FFrame* Stack
)

Call the actor's function remotely

Protected function Const

bool

 

CanCheckDefaultSubObjects

(
    bool bForceCheck,
    bool& bResult
)

Checks it's ok to perform subobjects check at this time.

Public function Static

bool

 

CanCreateInCurrentContext

(
    UObject* Template
)

Determines if you can create an object from the supplied template in the current context (editor, client only, dedicated server, game/listen) This calls NeedsLoadForClient & NeedsLoadForServer

Public function Virtual Const

bool

 

CanEditChange

(
    const FEditPropertyChain& Property...
)

Alternate version of CanEditChange that includes the full property chain leading to the property in question.

Public function Virtual Const

bool

 

CanEditChange

(
    const FProperty* InProperty
)

Called by the editor to query whether a property of this object is allowed to be modified.

Public function Const

bool

 

CanModify()

Utility to allow overrides of Modify to avoid doing work if this object cannot be safely modified

Public function Const

bool

 

CheckDefaultSubobjects

(
    bool bForceCheck
)

Checks default sub-object assumptions.

Protected function Virtual Const

bool

 

CheckDefaultSubobjectsInternal()

Checks default sub-object assumptions.

Public function Virtual

void

 

ClearAllCachedCookedPlatformData()

Clear all cached cooked platform data

Public function Virtual

void

 

ClearCachedCookedPlatformData

(
    const ITargetPlatform* TargetP...
)

Clears cached cooked platform data for specific platform

Public function Const

void

 

CollectDefaultSubobjects

(
    TArray< UObject* >& OutDefaul...,
    bool bIncludeNestedSubobjects
)

Uses the TArchiveObjectReferenceCollector to build a list of all components referenced by this object which have this object as the outer

Public function

bool

 

ConditionalBeginDestroy()

Called before destroying the object.

Public function

bool

 

ConditionalFinishDestroy()

Called when an object is actually destroyed, memory should never be accessed again

Public function

void

 

ConditionalPostLoad()

PostLoad if needed.

Public function

void

 

ConditionalPostLoadSubobjects

(
    FObjectInstancingGraph* OuterI...
)

Instances subobjects and components for objects being loaded from disk, if necessary.

Public function Virtual Const

bool

 

ConformSparseClassDataStruct

(
    UScriptStruct* SourceSparseCla...,
    void* SourceSparseClassData
)

Public function

void

 

CookAdditionalFiles

(
    const TCHAR* PackageFilename,
    const ITargetPlatform* TargetP...,
    TFunctionRef< void(const TCHAR*...
)

Called during cook to allow objects to generate additional cooked files alongside their cooked package.

Public function Const

TSharedPtr< ...

 

CreateAndRestoreTransactionAnnotation

(
    FArchive& Ar
)

Create and restore a previously serialized annotation object with any external data required for applying a transaction

Public function

UObject *...

 

CreateDefaultSubobject

(
    FName SubobjectFName,
    UClass* ReturnType,
    UClass* ClassToCreateByDefault,
    bool bIsRequired,
    bool bIsTransient
)

Utility function for templates below

Public function

TReturnType ...

 

CreateDefaultSubobject

(
    FName SubobjectName,
    bool bTransient
)

Create a component or subobject, allows creating a child class and returning the parent class.

Public function

TReturnType ...

 

CreateDefaultSubobject

(
    FName SubobjectName,
    bool bTransient
)

Create a component or subobject.

Public function

TReturnType ...

 

CreateEditorOnlyDefaultSubobject

(
    FName SubobjectName,
    bool bTransient
)

Create a component or subobject only to be used with the editor.

Public function

TReturnType ...

 

CreateOptionalDefaultSubobject

(
    FName SubobjectName,
    bool bTransient
)

Create an optional component or subobject.

Public function

TReturnType ...

 

CreateOptionalDefaultSubobject

(
    FName SubobjectName,
    bool bTransient
)

Create an optional component or subobject.

Public function Static

void

 

DeclareConstructClasses

(
    TArray< FTopLevelAssetPath >& OutC...,
    const UClass* SpecificSubclass
)

Declare classes that can be constructed by this class during loading.

Public function Static

void

 

DeclareCustomVersions

(
    FArchive& Ar,
    const UClass* SpecificSubclass
)

Call Ar.UsingCustomVersion for every CustomVersion that might be serialized by this class when saving.

Public function

void

 

DestroyNonNativeProperties()

Destroy properties that won't be destroyed by the native destructor

Public function

void

 

ExecuteUbergraph

(
    int32 EntryPoint
)

Execute the ubergraph from a specific entry point

Public function Virtual

void

 

ExportCustomProperties

(
    FOutputDevice& Out,
    uint32 Indent
)

Exports the property values for the specified object as text to the output device.

Protected function Virtual Const

TSharedPtr< ...

 

FactoryTransactionAnnotation

(
    const ETransactionAnnotationCreatio...
)

Public function Const

UFunction &#...

 

FindFunction

(
    FName InName
)

Returns a UFunction with the specified name, wrapper for UClass::FindFunctionByName()

Public function Const

UFunction &#...

 

FindFunctionChecked

(
    FName InName
)

Version of FindFunction() that will assert if the function was not found

Public function Const

TSharedPtr< ...

 

FindOrCreateTransactionAnnotation()

Find or create and populate an annotation object with any external data required for applying a transaction

Public function Virtual

void

 

FinishDestroy()

Called to finish destroying the object.

Public function Const

UObject *...

 

GetArchetype()

Return the template this object is based on.

Public function Static

UObject *...

 

GetArchetypeFromRequiredInfo

(
    const UClass* Class,
    const UObject* Outer,
    FName Name,
    EObjectFlags ObjectFlags
)

Return the template that an object with this class, outer and name would be

Public function

void

 

GetArchetypeInstances

(
    TArray< UObject* >& Instances
)

Builds a list of objects which have this object in their archetype chain.

Public function Virtual Const

void

 

GetAssetRegistryTagMetadata

Gathers a collection of asset registry tag metadata

Public function Const

void

 

GetAssetRegistryTags

(
    FAssetData& Out
)

Gathers a list of asset registry tags for an FAssetData

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

const TCHAR ...

 

GetConfigOverridePlatform()

Returns the override config hierarchy platform (if NDAd platforms need defaults to not be in Base*.ini but still want editor to load them)

Public function Const

FString

 

GetDefaultConfigFilename()

Get the default config filename for the specified UObject

Public function

UObject *...

 

GetDefaultSubobjectByName

(
    FName ToFind
)

Finds a subobject associated with this object instance by its name

Public function

void

 

GetDefaultSubobjects

(
    TArray< UObject* >& OutDefaul...
)

Gets all default subobjects associated with this object instance.

Public function Virtual

FString

 

GetDesc()

Return a one line description of an object for viewing in the thumbnail view of the generic browser

Public function Const

FString

 

GetDetailedInfo()

This will return detail info about this specific object.

Protected function Virtual Const

FString

 

GetDetailedInfoInternal()

This function actually does the work for the GetDetailedInfo() and is virtual.

Public function Virtual

FName

 

GetExporterName()

Returns the name of the exporter factory used to export this object Used when multiple factories have the same extension

Public function Virtual Const

void

 

GetExtendedAssetRegistryTagsForSave

(
    const ITargetPlatform* TargetP...,
    TArray< FAssetRegistryTag >& OutTa...
)

Temporary interim solution to gather asset registry data at save time only.

Public function Virtual

int32

 

GetFunctionCallspace

(
    UFunction* Function,
    FFrame* Stack
)

Return the space this function should be called.

Public function Const

FString

 

GetGlobalUserConfigFilename()

Get the global user override config filename for the specified UObject

Public function Virtual Const

void

 

GetLifetimeReplicatedProps

(
    TArray< class FLifetimeProperty >&...
)

Returns properties that are replicated for the lifetime of the actor channel

Public function Static

TSet< FName ...

 

GetMetaDataTagsForAssetRegistry()

The metadata tags to be transferred from the UMetaData to the Asset Registry

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

uint64

 

GetNetPushIdDynamic()

Should only ever be used by internal systems.

Public function Virtual

void

 

GetPreloadDependencies

(
    TArray< UObject* >& OutDeps
)

Called during cooking.

Public function Virtual

void

 

GetPrestreamPackages

(
    TArray< UObject* >& OutPrestr...
)

Called during cooking.

Public function Virtual Const

FPrimaryAsse...

 

GetPrimaryAssetId()

Returns an Type:Name pair representing the PrimaryAssetId for this object.

Public function Const

FString

 

GetProjectUserConfigFilename()

Get the project user override config filename for the specified UObject

Public function Virtual Const

void

 

GetReplicatedCustomConditionState

(
    FCustomPropertyConditionState& Out...
)

Called when this object begins replicating to initialize the state of custom property conditions

Public function

SIZE_T

 

GetResourceSizeBytes

(
    EResourceSizeMode::Type Mode
)

Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the simple version which just returns the total number of bytes used by this object.

Public function Virtual

void

 

GetResourceSizeEx

(
    FResourceSizeEx& CumulativeResourc...
)

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).

Public function Virtual

FRestoreForU...

 

GetRestoreForUObjectOverwrite()

Save information for StaticAllocateObject in the case of overwriting an existing object.

Public function Const

UScriptStruc...

 

GetSparseClassDataStruct()

Return the UStruct corresponding to the sidecar data structure that stores data that is constant for all instances of this class.

Public function Virtual

void

 

GetSubobjectsWithStableNamesForNetworking

(
    TArray< UObject* >& ObjList
)

Returns a list of sub-objects that have stable names for networking

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 Const

bool

 

Implements()

Returns true if this object implements the interface T, false otherwise.

Public function Virtual

void

 

ImportCustomProperties

(
    const TCHAR* SourceText,
    FFeedbackContext* Warn
)

Exports the property values for the specified object as text to the output device.

Public function

void

 

InstanceSubobjectTemplates

(
    FObjectInstancingGraph* Instan...
)

Wrapper for calling UClass::InstanceSubobjectTemplates() for this object.

Public function Virtual Const

bool

 

IsAsset()

Returns true if this object is considered an asset.

Public function Const

bool

 

IsBasedOnArchetype

(
    const UObject*const SomeObject
)

Determine if this object has SomeObject in its archetype chain.

Public function Virtual

bool

 

IsCachedCookedPlatformDataLoaded

(
    const ITargetPlatform* TargetP...
)

Have we finished loading all the cooked platform data for the target platforms requested in BeginCacheForCookedPlatformData

Public function Virtual Const

bool

 

IsCapturingAsRootObjectForTransaction()

Method to disable the sub object special handling in the transaction buffer for this object

Public function Virtual Const

EDataValidat...

 

IsDataValid

(
    FDataValidationContext& Context
)

Generic function to validate objects during changelist validations, etc.

Public function Virtual Const

bool

 

IsDestructionThreadSafe()

Called during garbage collection to determine if an object can have its destructor called on a worker thread.

Public function Virtual Const

bool

 

IsEditorOnly()

Called during saving to determine if the object is forced to be editor only or not

Public function Virtual Const

bool

 

IsFullNameStableForNetworking()

IsFullNameStableForNetworking means an object can be referred to its full path name over the network

Public function Const

bool

 

IsInBlueprint()

Returns whether this object is contained in or part of a blueprint object

Public function Virtual Const

bool

 

IsLocalizedResource()

Returns true if this object is considered a localized resource.

Public function Virtual Const

bool

 

IsNameStableForNetworking()

IsNameStableForNetworking means an object can be referred to its path name (relative to outer) over the network

Public function Virtual Const

bool

 

IsPostLoadThreadSafe()

Called during async load to determine if PostLoad can be called on the loading thread.

Public function Virtual Const

bool

 

IsReadyForAsyncPostLoad()

Called before calling PostLoad() in FAsyncPackage::PostLoadObjects().

Public function Virtual

bool

 

IsReadyForFinishDestroy()

Called to check if the object is ready for FinishDestroy.

Public function Virtual Const

bool

 

IsSafeForRootSet()

Returns true if this object is safe to add to the root set.

Public function Const

bool

 

IsSelected()

Test the selection state of a UObject

Protected function Virtual Const

bool

 

IsSelectedInEditor()

Test the selection state of a UObject

Public function Virtual Const

bool

 

IsSupportedForNetworking()

IsSupportedForNetworking means an object can be referenced over the network

Public function

void

 

LoadConfig

(
    UClass* ConfigClass,
    const TCHAR* Filename,
    uint32 PropagationFlags,
    FProperty* PropertyToLoad
)

Imports property values from an .ini file.

Public function Virtual

void

 

LoadedFromAnotherClass

(
    const FName& OldClassName
)

Called when the object was loaded from another class via active class redirects.

Public function Virtual

void

 

MarkAsEditorOnlySubobject()

Called during subobject creation to mark this component as editor only, which causes it to get stripped in packaged builds

Public function Virtual

bool

 

Modify

(
    bool bAlwaysMarkDirty
)

Note that the object will be modified.

Public function Virtual Const

void

 

MoveDataToSparseClassDataStruct()

Public function Virtual Const

bool

 

NeedsLoadForClient()

Called during saving to determine the load flags to save with the object.

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 Const

bool

 

NeedsLoadForServer()

Called during saving to determine the load flags to save with the object.

Public function Virtual Const

bool

 

NeedsLoadForTargetPlatform

(
    const ITargetPlatform* TargetP...
)

Called during saving to determine the load flags to save with the object.

Public function

void

 

OutputReferencers

(
    FOutputDevice& Ar,
    FReferencerInformationList* Re...
)

Outputs a string to an arbitrary output device, describing the list of objects which are holding references to this one.

Public function Virtual

void

 

OverrideConfigSection

(
    FString& SectionName
)

Allows Non-PerObjectConfig classes, to override the ini section name used for loading config settings

Public function Virtual

void

 

OverridePerObjectConfigSection

(
    FString& SectionName
)

Allows PerObjectConfig classes, to override the ini section name used for the PerObjectConfig object.

Public function

void

 

ParseParms

(
    const TCHAR* Parms
)

Import an object from a file.

Public function Virtual

void

 

PostCDOCompiled

(
    const FPostCDOCompiledContext& Con...
)

Called after the Blueprint compiler has finished generating the Class Default Object (CDO) for a class.

Public function Virtual

void

 

PostCDOContruct()

Called after the C++ constructor has run on the Class Default Object (CDO) for a class.

Public function Virtual

void

 

PostDuplicate

(
    EDuplicateMode::Type DuplicateMode
)

Public function Virtual

void

 

PostDuplicate

(
    bool bDuplicateForPIE
)

Called after duplication & serialization and before PostLoad.

Public function

void

 

PostEditChange()

Intentionally non-virtual as it calls the FPropertyChangedEvent version

Public function Virtual

void

 

PostEditChangeChainProperty

(
    FPropertyChangedChainEvent& Proper...
)

This alternate version of PostEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditImport()

Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostEditUndo

Called after applying a transaction to the object in cases where transaction annotation was provided.

Public function Virtual

void

 

PostInitProperties()

Called after the C++ constructor and after the properties have been initialized, including those loaded from config.

Public function Virtual

void

 

PostLinkerChange()

Called in response to the linker changing, this can only happen in the editor

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Public function Virtual Const

void

 

PostLoadAssetRegistryTags

(
    const FAssetData& InAssetData,
    TArray< FAssetRegistryTag >& OutTa...
)

Performs fixup on loaded asset registry data.

Public function Virtual

void

 

PostLoadSubobjects

(
    FObjectInstancingGraph* OuterI...
)

Instances components for objects being loaded from disk, if necessary.

Public function Virtual

void

 

PostNetReceive()

Called right after receiving a bunch

Public function Virtual

void

 

PostReinitProperties()

Called after properties are overwritten, including after subobjects initialization from a CDO.

Public function Virtual

void

 

PostReloadConfig

(
    FProperty* PropertyThatWasLoad...
)

Called from ReloadConfig after the object has reloaded its configuration data.

Public function Virtual

void

 

PostRename

(
    UObject* OldOuter,
    const FName OldName
)

Called at the end of Rename(), but only if the rename was actually carried out

Public function Virtual

void

 

PostRepNotifies()

Called right after calling all OnRep notifies (called even when there are no notifies)

Public function Virtual

void

 

PostSaveRoot

(
    FObjectPostSaveRootContext ObjectSa...
)

Called from within SavePackage on the passed in base/root object.

Public function Virtual

void

 

PostTransacted

(
    const FTransactionObjectEvent& Tra...
)

Called after the object has been transacted in some way.

Public function Virtual

void

 

PreDestroyFromReplication()

Called right before being marked for destruction due to network replication

Public function Virtual

void

 

PreDuplicate

(
    FObjectDuplicationParameters& DupP...
)

Called before duplication.

Public function Virtual

void

 

PreEditChange

(
    FEditPropertyChain& PropertyAboutT...
)

This alternate version of PreEditChange is called when properties inside structs are modified.

Public function Virtual

void

 

PreEditChange

(
    FProperty* PropertyAboutToChan...
)

This is called when a property is about to be modified externally

Public function Virtual

void

 

PreEditUndo()

Called before applying a transaction to the object.

Public function Virtual

void

 

PreNetReceive()

Called right before receiving a bunch

Public function Virtual

void

 

PreSave

(
    FObjectPreSaveContext SaveContext
)

Presave function.

Public function Virtual

void

 

PreSaveRoot

(
    FObjectPreSaveRootContext ObjectSav...
)

Called from within SavePackage on the passed in base/root object.

Public function Virtual

bool

 

ProcessConsoleExec

(
    const TCHAR* Cmd,
    FOutputDevice& Ar,
    UObject* Executor
)

This function handles a console exec sent to the object; it is virtual so 'nexus' objects like a player controller can reroute the command to several different objects.

Public function Virtual

void

 

ProcessEvent

(
    UFunction* Function,
    void* Parms
)

Called by VM to execute a UFunction with a filled in UStruct of parameters

Public function

void

 

ProcessInternal

(
    FFrame& Stack,
    void* Result
)

Internal function call processing.

Public function

void

 

PropagatePostEditChange

(
    TArray< UObject* >& AffectedO...,
    FPropertyChangedChainEvent& Proper...
)

Calls PostEditChange on all instances based on an archetype in AffectedObjects.

Public function

void

 

PropagatePreEditChange

(
    TArray< UObject* >& AffectedO...,
    FEditPropertyChain& PropertyAboutT...
)

Calls PreEditChange on all instances based on an archetype in AffectedObjects.

Public function Virtual

UClass *

 

RegenerateClass

(
    UClass* ClassToRegenerate,
    UObject* PreviousCDO
)

Called on the target when a class is loaded with ClassGeneratedBy is loaded.

Public function

void

 

ReinitializeProperties

(
    UObject* SourceObject,
    FObjectInstancingGraph* Instan...
)

Wrapper function for InitProperties() which handles safely tearing down this object before re-initializing it from the specified source object.

Public function

void

 

ReloadConfig

(
    UClass* ConfigClass,
    const TCHAR* Filename,
    uint32 PropagationFlags,
    FProperty* PropertyToLoad
)

Wrapper method for LoadConfig that is used when reloading the config data for objects at runtime which have already loaded their config data at least once.

Public function Virtual

bool

 

Rename

(
    const TCHAR* NewName,
    UObject* NewOuter,
    ERenameFlags Flags
)

Rename this object to a unique name, or change its outer.

Public function Virtual

bool

 

ResolveSubobject

(
    const TCHAR* SubObjectPath,
    UObject*& OutObject,
    bool bLoadIfExists
)

Called to defer loading a subobject to its top-level container object.

Public function

void

 

RetrieveReferencers

(
    TArray< FReferencerInformation >&#...,
    TArray< FReferencerInformation >&#...
)

Called by OutputReferencers() to get the internal list of referencers to write

Public function

void

 

SaveConfig

(
    uint64 Flags,
    const TCHAR* Filename,
    FConfigCacheIni* Config,
    bool bAllowCopyToDefaultObject
)

Save configuration out to ini files

Must be safe to call on class-default object

Public function Virtual

void

 

Serialize

(
    FArchive& Ar
)

Handles reading, writing, and reference collecting using FArchive.

Public function Virtual

void

 

Serialize

(
    FStructuredArchive::FRecord Record
)

Handles reading, writing, and reference collecting using FArchive.

Public function Const

void

 

SerializeScriptProperties

(
    FArchive& Ar
)

Serializes the script property data located at Data.

Public function Const

void

 

SerializeScriptProperties

(
    FStructuredArchive::FSlot Slot
)

Serializes the script property data located at Data.

Public function

void

 

SetEditChangePropagationFlags

(
    EEditChangePropagationFlags InFlags
)

Called to set the flags that control how editor change events get propagated to archetype instances.

Public function

void

 

SetLinker

(
    FLinkerLoad* LinkerLoad,
    int32 LinkerIndex,
    bool bShouldDetachExisting
)

Changes the linker and linker index to the passed in one.

Public function Virtual

void

 

ShutdownAfterError()

After a critical error, perform any mission-critical cleanup, such as restoring the video mode orreleasing hardware resources.

Public function

void

 

SkipFunction

(
    FFrame& Stack,
    void*const Z_Param__Result,
    UFunction* Function
)

Advances Stack's code past the parameters to the given Function and if the function has a return value, copies the zero value for that property to the memory for the return value

Public function Static

const FName ...

 

SourceFileTagName()

Get the common tag name used for all asset source file import paths

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 ...

 

StaticConfigName()

Public function Static

const TCHAR ...

 

StaticPackage()

Returns the package this class belongs in

Public function Static

void

 

StaticRegisterNativesUObject()

Public function Virtual

void

 

TagSubobjects

(
    EObjectFlags NewFlags
)

Tags objects that are part of the same asset with the specified object flag, used for GC checking

Public function

bool

 

TryUpdateDefaultConfigFile

(
    const FString& SpecificFileLocatio...,
    bool bWarnIfFail
)

Try to Saves just the section(s) for this class into the default ini file for the class (with just the changes from base)

Public function Static

void

 

UpdateClassesExcludedFromDedicatedClient

(
    const TArray< FString >& InClassNa...,
    const TArray< FString >& InModules...
)

Update the list of classes that we should exclude from dedicated client builds

Public function Static

void

 

UpdateClassesExcludedFromDedicatedServer

(
    const TArray< FString >& InClassNa...,
    const TArray< FString >& InModules...
)

Update the list of classes that we should exclude from dedicated server builds

Public function

void

 

UpdateGlobalUserConfigFile()

Saves just the section(s) for this class into the global user ini file for the class (with just the changes from base)

Public function

void

 

UpdateProjectUserConfigFile()

Saves just the section(s) for this class into the project user ini file for the class (with just the changes from base)

Public function

void

 

UpdateSinglePropertyInConfigFile

(
    const FProperty* InProperty,
    const FString& InConfigIniName
)

Saves just the property into the global user ini file for the class (with just the changes from base)

Public function Virtual Const

void

 

ValidateGeneratedRepEnums

(
    const TArray< struct FRepRecord >&...
)

Public function Virtual

void

 

WillNeverCacheCookedPlatformDataAgain()

All caching has finished for this object (all IsCachedCookedPlatformDataLoaded functions have finished for all platforms)

Operators

Name Description

Public function

void

 

operator delete

(
    void* InMem
)

Eliminate V1062 warning from PVS-Studio while keeping MSVC and Clang happy.

Public function

void *

 

operator new

(
    const size_t InSize,
    EInternal* InMem
)

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

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.

Classes

Name

Description

Public struct

FAssetRegistryTag

Struct used by GetAssetRegistryTags() to return tag info

Public struct

FAssetRegistryTagMetadata

Additional data pertaining to asset registry tags used by the editor

Public struct

Object_eventExecuteUbergraph_Parms

Wrapper struct to hold the entrypoint in the right memory address

Enums

Name

Description

Public enum

ENetFields_Private

Protected enum

ETransactionAnnotationCreationMode

Factory a new annotation object and optionally populate it with data

Typedefs

Name

Description

FPostCDOCompiledContext

Super

Typedef for the base class (UObject)

ThisClass

Typedef for UObject.

WithinClass

Constants

Name

Description

StaticClassFlags

Bitwise union of EClassFlags pertaining to this class.

Deprecated Functions

Name Description

Public function Virtual Const

void

 

GetExternalActorExtendedAssetRegistryTags

(
    TArray< FAssetRegistryTag >& OutTa...
)

Use the new GetExtendedAssetRegistryTagsForSave that takes a TargetPlatform

Public function Virtual

EDataValidat...

 

IsDataValid

(
    TArray< FText >& ValidationErrors
)

Please use IsDataValid(FDataValidationContext&) const as the FDataValidationContext will allow distinguishing between Warnings and Errors.

Public function Virtual

EDataValidat...

 

IsDataValid

(
    FDataValidationContext& Context
)

Please use the the const version of IsDataValid(FDataValidationContext&)

Public function Virtual

void

 

PostCDOCompiled()

Use version that takes FPostCDOCompiledContext instead.

Public function Virtual

void

 

PostInterpChange

(
    FProperty* PropertyThatChanged
)

Matinee has been removed in 5.0, nothing is calling PostInterpChange anymore

Public function Virtual

void

 

PostSaveRoot

(
    bool bCleanupIsRequired
)

Use version that takes FObjectPostSaveContext instead.

Public function Virtual

void

 

PreSave

(
    const ITargetPlatform* TargetP...
)

Use version that takes FObjectPreSaveContext instead.

Public function Virtual

bool

 

PreSaveRoot

(
    const TCHAR* Filename
)

Use version that takes FObjectPreSaveContext instead.

Public function

void

 

UpdateDefaultConfigFile

(
    const FString& SpecificFileLocatio...
)

TryUpdateDefaultConfigFile replaces UpdateDefaultConfigFile

See Also

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