className: NotifyDataprepSystemsOfRemoval

description: Do the necessary notification so that the Dataprep system can react properly to removal of this action

code: void NotifyDataprepSystemsOfRemoval()


className: OnAddAsset

description:
Duplicate and add an asset to the Dataprep's and action's working set
The asset newly created

module: DataprepCore

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * OnAddAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const TCHAR * AssetName )


className: OnAssetsModified

description: Add an array of assets to the list of modified assets

code: void OnAssetsModified ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Assets )


className: OnCreateActor

description:
Add an actor to the Dataprep's transient world and action's working set
The actor newly created

code: [AActor](API\Runtime\Engine\GameFramework\AActor) * OnCreateActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const TCHAR * ActorName )


className: OnCreateAsset

description:
Create and add an asset to the Dataprep's and action's working set
The asset newly created

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * OnCreateAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass, const TCHAR * AssetName )


className: OnDeleteObjects

description: After execution, the object is not accessible by any subsequent operation in the Dataprep's pipeline.

code: void OnDeleteObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects )


className: OnRemoveObject

description: Remove an object from the Dataprep's and/or action's working set

code: void OnRemoveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool bLocalContext )


className: EParametrizationState

code: enum EParametrizationState { CanBeParameterized, IsParameterized, ParentIsParameterized, InvalidForParameterization, }


className: FDataprepParameterizationContext

description: A small context that help when constructing the widgets for the parameterization

code: struct FDataprepParameterizationContext

PropertyChain

type: TArray<FDatapr...

State

type: EParametrizatio...


description: Take a already existing parameterization context and create a new version including the handle.

code: static [FDataprepParameterizationContext](API\Plugins\DataprepCore\Parameterization\FDataprepParameterizationContext) CreateContext ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle, const [FDataprepParameterizationContext](API\Plugins\DataprepCore\Parameterization\FDataprepParameterizationContext) & ParameterisationContext )


description:
Grab the dataprep used for the parameterization of the object.
A valid pointer if the object was valid for the parameterization

code: static [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * GetDataprepAssetForParameterization ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Check if a property is chain supported by the dataprep parameterization systems Note that the cached properties of the chain must not be null

code: static bool IsPropertyChainValid ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > & PropertyChain )


description:
Take a property handle from the details view and generate the property for the dataprep parameterization
A non empty array if we were able make a compatible property chain

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > MakePropertyChain ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > PropertyHandle )


description:
Take a Property Changed Event and extract a dataprep property link chain from it
A non empty array if we were able make a compatible property chain

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > MakePropertyChain ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


className: FDataprepParameterizationUtils

code: class FDataprepParameterizationUtils


code: [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) & operator= ( const [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) & Other )


code: [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) & operator= ( [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) && Other )


code: FDataprepPropertyLink ( const [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) & Other )


code: FDataprepPropertyLink ( [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) && Other )


code: FDataprepPropertyLink ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InCachedProperty, const [FName](API\Runtime\Core\UObject\FName) & InPropertyName, int32 InContenerIndex )


className: FDataprepPropertyLink

CachedProperty

type: TFieldPath<FPr...

PropertyName

type: FName


className: GetTypeHash

code: uint32 GetTypeHash ( const [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) & PropertyLink )


className: PostTransacted

code: virtual void PostTransacted ( const [FTransactionObjectEvent](API\Runtime\CoreUObject\Misc\FTransactionObjectEvent) & TransactionEvent )


className: ProcessWorkingSetChanged

description: Executes the deletion and removal requested by an operation after its execution Notifies any observer about what has changed

code: void ProcessWorkingSetChanged()


className: RemoveStep

description:
Remove a step from the action
True if a step was removed

code: bool RemoveStep ( int32 Index, bool bDiscardParametrization )


className: EDataprepFloatMatchType

code: enum EDataprepFloatMatchType { LessThan, GreatherThan, IsNearlyEqual, }


className: RemoveSteps

description:
Remove an array of steps from the action
True if at least one step has been removed

code: bool RemoveSteps ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, bool bDiscardParametrization )


className: EDataprepIntegerMatchType

code: enum EDataprepIntegerMatchType { LessThan, GreatherThan, IsEqual, InBetween, }


className: EDataprepStringMatchType

code: enum EDataprepStringMatchType { Contains, MatchesWildcard, ExactMatch, }


className: FDataprepSelectionInfo

description: A struct to cache the result of a filter with some additional info

code: struct FDataprepSelectionInfo

bHasPassFilter

type: uint8: 1

FetchedData

type: FFilterVariantD...


className: FFilterVariantData

description: This type is the variant used by the dataprep filter preview system to store a fetched data and then displaying it latter. if you update this, add the new type to the list above. Try to compile it. It should fail on a couple of functors. Update those and keep the functions explicit so that the compilation will fail when adding a type to the variant. This way the programmer will be force to acknowledge how those functors should behave on the new type

code: typedef [TVariant](API\Runtime\Core\Misc\TVariant)< [FEmptyVariantState](API\Runtime\Core\Misc\FEmptyVariantState), int32, float, [FString](API\Runtime\Core\Containers\FString) > FFilterVariantData


className: TIsFilterDataDisplayable

code: template<class T> struct TIsFilterDataDisplayable


className: Value

code: enum &123; Value = true &125;


className: TIsFilterDataDisplayable< float >

code: template<> struct TIsFilterDataDisplayable< float >


className: TIsFilterDataDisplayable< FString >

code: template<> struct TIsFilterDataDisplayable< FString >


description:
This function is called when the fetcher is executed. If your defining your fetcher in Blueprint this is the function to override.
The fetched bool

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) bool Fetch ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


description:
This function is the same has Fetch, but it's the extension point for an operation defined in c++. It will be called on the fetcher execution.
The fetched bool

code: virtual bool Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


code: bool Filter ( const bool bResult ) const


className: UDataprepBoolFetcher

description: The bool fetcher is a specialized type of fetcher for the booleans

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(DisplayName="Condition")) class UDataprepBoolFetcher : public [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher)


description: Take an array of object and output the result into the arrays

code: virtual void FilterAndGatherInfo ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FDataprepSelectionInfo](API\Plugins\DataprepCore\SelectionSystem\FDataprepSelectionInfo) > & OutFilterResults ) const


className: TIsFilterDataDisplayable< int32 >

code: template<> struct TIsFilterDataDisplayable< int32 >


description: Take an array of object and output the result into the result array

code: virtual void FilterAndStoreInArrayView ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< bool > & OutFilterResults ) const


description:
Take an array of objects and return the objects that pass the filter
The object that passed the filtering

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FilterObjects ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > & Objects ) const


description: Return the type of fetcher associated with this filter

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) > GetAcceptedFetcherClass() const


description: Return the selector category for this filter Imagine the category as the following: Select by|Your filter category| data fetched by the fetcher Here a full example: Select by|String with|Object Name

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFilterCategoryText() const


description: Is this filter safe to use in a multi thread execution?

code: virtual bool IsThreadSafe() const


description: Set a new fetcher for this filter Note: This should only set a new fetcher if the fetcher is a subclass of the result of GetAcceptedFetcherClass and if it's not the same class as the current one

code: virtual void SetFetcher ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) > & FetcherClass )


className: UDataprepBoolFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepBoolFilter : public [UDataprepFilter](API\Plugins\DataprepCore\SelectionSystem\UDataprepFilter)


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAdditionalKeyword_Implementation() const


description: Allows to add more keywords for when a user is searching for the fetcher in the ui.


description: The Native way to override the blueprint native events above.

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayFetcherName_Implementation() const


description: Allows to change the name of the fetcher for the ui if needed.


description: The name displayed on node title.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeDisplayFetcherName_Implementation() const


description: Allows to change the tooltip of the fetcher for the ui if needed.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltipText_Implementation() const


description: Is this fetcher safe to use in a multi thread execution?


className: UDataprepFetcher

description: The Dataprep fetcher is a base class for Dataprep Selection system. The responsibility of fetcher is return a certain type of data for a object. (Look at DataprepStringFetcher for a example) This abstract base class exist currently for the discovery process, some compile time validation and to propagateUDataprepParameterizableObject


className: FetcherClassToFilterClass

code: static [TMap](API\Runtime\Core\Containers\TMap)< [UClass](API\Runtime\CoreUObject\UObject\UClass) *, [UClass](API\Runtime\CoreUObject\UObject\UClass) * > FetcherClassToFilterClass;


code: const [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) * GetFetcher() const


description: Return the type of filter to use for a fetcher

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetFilterTypeForFetcherType ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * FetcherClass )


description: Is this filter a excluding filter.

code: bool IsExcludingResult() const


description: Called after the C++ constructor has run on the Class Default Object (CDO) for a class. This is an obscure routine used to deal with the recursion in the construction of the default materials

code: virtual void PostCDOContruct()


description: Allow the filter to exclude only the element that would normally pass the filter

code: void SetIsExcludingResult ( bool bInIsExcludingResult )


className: UDataprepFilter

description: The Dataprep Filter a base class for the Dataprep selection system It's main responsibility is to filter a array of object and to return the selected objects

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UDataprepFilter : public [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject)


description: Take an array of object and output the result into the arrays

code: virtual void FilterAndGatherInfo ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FDataprepSelectionInfo](API\Plugins\DataprepCore\SelectionSystem\FDataprepSelectionInfo) > & OutFilterResults ) const


description: Take an array of object and output the result into the result array

code: virtual void FilterAndStoreInArrayView ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< bool > & OutFilterResults ) const


description:
Take an array of objects and return the objects that pass the filter
The object that passed the filtering

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FilterObjects ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > & Objects ) const


description: Allows to add more keywords for when a user is searching for the filter in the ui.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayFilterName_Implementation() const


description: Allows to change the name of the filter for the ui if needed.


description: Return the selector category for this filter Imagine the category as the following: Select by|Your filter category| data fetched by the fetcher Here a full example: Select by|String with|Object Name

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFilterCategoryText() const


description: The name displayed on node title.


description: Allows to change the tooltip of the filter for the ui if needed.


description: Is this filter safe to use in a multi thread execution?

code: virtual bool IsThreadSafe() const


className: UDataprepFilterNoFetcher

description: This version of the filter does not support fetchers, but instead works (filters) directly on the input objects

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UDataprepFilterNoFetcher : public [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject)


description:
This function is the same has Fetch, but it's the extension point for an operation defined in c++. It will be called on the fetcher execution.
The fetched float

code: virtual float Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


description:
This function is called when the fetcher is executed. If your defining your fetcher in Blueprint this is the function to override.
The fetched float

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) float Fetch ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepFloatFetcher

description: The float fetcher is a specialized type of fetcher for the float

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(DisplayName="Float")) class UDataprepFloatFetcher : public [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher)


code: bool Filter ( float Float ) const


description: Return the type of fetcher associated with this filter

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) > GetAcceptedFetcherClass() const


code: void SetEqualValue ( float EqualValue )


code: void SetFloatMatchingCriteria ( [EDataprepFloatMatchType](API\Plugins\DataprepCore\SelectionSystem\EDataprepFloatMatchType) FloatMatchingCriteria )


description: Set a new fetcher for this filter Note: This should only set a new fetcher if the fetcher is a subclass of the result of GetAcceptedFetcherClass and if it's not the same class as the current one

code: virtual void SetFetcher ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) > & FetcherClass )


code: void SetTolerance ( float Tolerance )


className: UDataprepFloatFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepFloatFilter : public [UDataprepFilter](API\Plugins\DataprepCore\SelectionSystem\UDataprepFilter)


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) int32 Fetch ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepIntegerFetcher

description: The integer fetcher is a specialized type of fetcher for the integer

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(DisplayName="Integer")) class UDataprepIntegerFetcher : public [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher)


code: bool Filter ( int Integer ) const


code: virtual void FilterAndGatherInfo ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FDataprepSelectionInfo](API\Plugins\DataprepCore\SelectionSystem\FDataprepSelectionInfo) > & OutFilterResults ) const


code: virtual void FilterAndStoreInArrayView ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< bool > & OutFilterResults ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FilterObjects ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > & Objects ) const


code: virtual int32 Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFilterCategoryText() const


code: virtual bool IsThreadSafe() const


code: void SetEqualValue ( int InValue )


code: void SetFromValue ( int InValue )


code: void SetIntegerMatchingCriteria ( [EDataprepIntegerMatchType](API\Plugins\DataprepCore\SelectionSystem\EDataprepIntegerMatchType) InIntegerMatchingCriteria )


className: UDataprepIntegerFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepIntegerFilter : public [UDataprepFilter](API\Plugins\DataprepCore\SelectionSystem\UDataprepFilter)


code: void SetToValue ( int InValue )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & GetCachedNames() const


code: void SetSelection ( const [FString](API\Runtime\Core\Containers\FString) & InTransientContentPath, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InSelectedObjects )


code: UDataprepObjectSelectionFilter()


className: UDataprepObjectSelectionFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, HideCategories=(Filter), Meta=(Hidden, DisplayName="Selection", ToolTip="Filter selected objects")) class UDataprepObjectSelectionFilter : public [UDataprepFilterNoFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFilterNoFetcher)


code: virtual void ApplySelectionTransform ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


description: This function is the same has OnExcution, but it's the extension point for an transform defined in c++. It will be called on the transform execution.

code: virtual void OnExecution_Implementation ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


className: UDataprepRecursiveSelectionTransform


description: Execute the transform

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Execution") void Execute ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


description: Allows to add more keywords for when a user is searching for the fetcher in the ui.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAdditionalKeyword_Implementation() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCategory_Implementation() const


description: Allows to change the category of the transform for the ui if needed.


description: Allows to change the name of the transform for the ui if needed.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayTransformName_Implementation() const


description: Allows to change the tooltip of the transform for the ui if needed.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltip_Implementation() const


description: This function is called when the transform is executed. If your defining your transform in Blueprint or Python this is the function to override.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) void OnExecution ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutObjects )


className: UDataprepSelectionTransform

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UDataprepSelectionTransform : public [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject)

bOutputCanIncludeInput

type: bool

description: Specifies if input objects that have matching type can be added to the result.


description:
This function is called when the fetcher is executed. If your defining your fetcher in Blueprint this is the function to override.
The fetched string

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) [FString](API\Runtime\Core\Containers\FString) Fetch ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


description:
This function is the same has Fetch, but it's the extension point for an operation defined in c++. It will be called on the fetcher execution.
The fetched string

code: virtual [FString](API\Runtime\Core\Containers\FString) Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepStringFetcher

description: The string fetcher is a specialized type of fetcher for the string

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(DisplayName="String")) class UDataprepStringFetcher : public [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher)


code: bool Filter ( const [FString](API\Runtime\Core\Containers\FString) & String ) const


description: Take an array of object and output the result into the arrays

code: virtual void FilterAndGatherInfo ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FDataprepSelectionInfo](API\Plugins\DataprepCore\SelectionSystem\FDataprepSelectionInfo) > & OutFilterResults ) const


description: Take an array of object and output the result into the result array

code: virtual void FilterAndStoreInArrayView ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< bool > & OutFilterResults ) const


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) > GetAcceptedFetcherClass() const


description: Return the selector category for this filter Imagine the category as the following: Select by|Your filter category| data fetched by the fetcher Here a full example: Select by|String with|Object Name

code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetFilterCategoryText() const


code: bool GetMatchInArray() const


code: virtual void SetFetcher ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher) > & FetcherClass )


description: Is this filter safe to use in a multi thread execution?

code: virtual bool IsThreadSafe() const


code: void SetStringMatchingCriteria ( [EDataprepStringMatchType](API\Plugins\DataprepCore\SelectionSystem\EDataprepStringMatchType) StringMatchingCriteria )


code: void SetMatchInArray ( bool bInSet )


description:
Take an array of objects and return the objects that pass the filter
The object that passed the filtering

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > FilterObjects ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *const > & Objects ) const


className: UDataprepStringFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepStringFilter : public [UDataprepFilter](API\Plugins\DataprepCore\SelectionSystem\UDataprepFilter)


code: void SetUserString ( [FString](API\Runtime\Core\Containers\FString) UserString )


className: UDataprepStringFilterMatchingArray

bExpanded

description: UI state that needs to be serialized along with string values.

Strings

type: TArray<FString...


description:
This function is called when the fetcher is executed. If you are defining your fetcher in Blueprint this is the function to override.
The fetched string

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Fetch ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepStringsArrayFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(DisplayName="Strings Array")) class UDataprepStringsArrayFetcher : public [UDataprepFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFetcher)


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


code: bool Filter ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & StringArray ) const


className: UDataprepStringsArrayFilter

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepStringsArrayFilter : public [UDataprepFilter](API\Plugins\DataprepCore\SelectionSystem\UDataprepFilter)


className: SetLabel

code: void SetLabel ( const TCHAR * InLabel )


className: SwapSteps

description: Swap the steps

code: bool SwapSteps ( int32 FirstIndex, int32 SecondIndex )


description: Makes the change to the object

code: virtual void Apply ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


className: FDelegate

code: typedef typename DelatgateToBindType::FDelegate FDelegate


className: FDelegateAccessor

code: typedef TBaseDelegate_NoParams< DelatgateToBindType & > FDelegateAccessor


className: OnUndoRedoDelegateType

code: typedef TBaseDelegate_TwoParams< void, ObservedObjectType &, const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & > OnUndoRedoDelegateType


description: Reverts change to the object

code: virtual void Revert ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


description: Describes this change (for debugging)

code: virtual [FString](API\Runtime\Core\Containers\FString) ToString() const


description: MoveTemp will cast a reference to an rvalue reference. This is UE's equivalent of std::move except that it will not compile when passed an rvalue or const object, because we would prefer to be informed when MoveTemp will have no effect. MoveTemp will cast a reference to an rvalue reference. This is UE's equivalent of std::move except that it will not compile when passed an rvalue or const object, because we would prefer to be informed when MoveTemp will have no effect. MoveTemp will cast a reference to an rvalue reference. This is UE's equivalent of std::move except that it will not compile when passed an rvalue or const object, because we would prefer to be informed when MoveTemp will have no effect.

code: TDataprepBindingCommandChange ( bool bInWasBindingAdded, ObservedObjectType & ObservedObject, [FDelegate](API\Plugins\DataprepCore\TDataprepBindingCommandChange\FDelegate) && InBinding, [FDelegateAccessor](API\Plugins\DataprepCore\TDataprepBindingCommandChange\FDelegateAccessor) InDelegateAccessor, [OnUndoRedoDelegateType](API\Plugins\DataprepCore\TDataprepBindingCommandChange\OnUndoRedoDelegateType) && InOnApply, [OnUndoRedoDelegateType](API\Plugins\DataprepCore\TDataprepBindingCommandChange\OnUndoRedoDelegateType) && InOnRevert, const [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) & InHandle )


className: UDataprepActionAppearance

description: Persists graphical state of the node associated with this action asset.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepActionAppearance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: TDataprepBindingCommandChange

code: template<class ObservedObjectType, typename DelatgateToBindType> class TDataprepBindingCommandChange : public [FCommandChange](API\Runtime\Core\Misc\FCommandChange)


code: const [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * GetStepObject() const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: UDataprepActionStep

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepActionStep : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description:
If action is nullptr, a new DataprepActionAsset is simply created
The index of the added action or index none if the action is invalid

code: int32 AddAction ( const [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * Action )


description:
Creates an action from the array of action steps or one action per action steps then add the action(s) to the Dataprep asset
The index of the last added action or index none if the action is invalid

code: int32 AddAction ( const [TArray](API\Runtime\Core\Containers\TArray)< const [UDataprepActionStep](API\Plugins\DataprepCore\UDataprepActionStep) * > & ActionSteps )


description:
Add the actions to the Dataprep asset
The index of the last added action or index none if the action is invalid

code: int32 AddActions ( const [TArray](API\Runtime\Core\Containers\TArray)< const [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * > & Actions )


code: void BindObjectPropertyToParameterization ( [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > & InPropertyChain, const [FName](API\Runtime\Core\UObject\FName) & Name )


code: bool CreateParameterization()


description: The context can be modified by one or more actions. The caller must check on that

code: virtual void ExecuteRecipe ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataprepActionContext](API\Plugins\DataprepCore\FDataprepActionContext) > & InActionsContext )


description: Event to notify the ui that a Dataprep parametrization was modified This necessary as the ui for the parameterization is only updated by manual event (the ui don't pull new values each frame) Note on the objects param: The parameterized objects that should refresh their ui. If nullptr all widgets that can display some info on the parameterization should be refreshed

code: class FDataprepParameterizationStatusForObjectsChanged : public TBaseMulticastDelegate_OneParam< void, const TSet< UObject * > * >


className: FOnDataprepActionAssetChange

description: Allow an observer to be notified of an change in the pipeline return The event that will be broadcasted when a object has receive a modification that might change the result of the pipeline

code: class FOnDataprepActionAssetChange : public TBaseMulticastDelegate_TwoParams< void, UObject *, FDataprepAssetChangeType >


className: FOnStepObjectsAboutToBeRemoved

description: Allow an observer to be notified of the removal of some step from the asset

code: class FOnStepObjectsAboutToBeRemoved : public TBaseMulticastDelegate_OneParam< void, const TArrayView< UDataprepParameterizableObject * > & >


className: FRestrictedToActionAsset

code: struct FRestrictedToActionAsset


code: const [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * GetAction ( int32 Index ) const


code: [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * GetAction ( int32 Index )


code: int32 GetActionIndex ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * ActionAsset ) const


code: int32 GetActionCount() const


description: the array of actions of the recipe

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * > & GetActions() const


description: Internal only for now.


code: void GetExistingParameterNamesForType ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, bool bIsDescribingFullProperty, [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & OutValidExistingNames, [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & OutInvalidNames ) const


code: [FName](API\Runtime\Core\UObject\FName) GetNameOfParameterForObjectProperty ( [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > & InPropertyChain ) const


description: Internal Use only (the current implementation might be subject to change)

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParameterizationObject()


description: True if the Dataprep recipe is actionable

code: virtual bool HasActions() const


description:
Creates a new action then insert the action to the Dataprep asset at the requested index
True if the insertion is successful, false if the index is invalid

code: bool InsertAction ( int32 Index )


description:
Creates an action from the array of action steps or one action per action steps then insert the action(s) to the Dataprep asset at the requested index
True if the insertion is successful, false if the action steps or the index are invalid

code: bool InsertAction ( const [TArray](API\Runtime\Core\Containers\TArray)< const [UDataprepActionStep](API\Plugins\DataprepCore\UDataprepActionStep) * > & InActionSteps, int32 Index )


description:
Insert a copy of the action to the Dataprep asset at the requested index
True if the insertion is successful, false if the action or the index are invalid

code: bool InsertAction ( const [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * InAction, int32 Index )


description:
Insert a copy of each action into the Dataprep asset at the requested index
True if the insertion is successful, false if the actions or the index are invalid

code: bool InsertActions ( const [TArray](API\Runtime\Core\Containers\TArray)< const [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * > & InActions, int32 Index )


code: bool IsObjectPropertyBinded ( [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > & InPropertyChain ) const


description:
Move an action to another spot in the order of actions This operation take O(n) time. Where n is the absolute value of SourceIndex - DestinationIndex
True if the action was moved

code: bool MoveAction ( int32 SourceIndex, int32 DestinationIndex )


description:
Move group of actions to another spot in the order of actions
True if the action group was moved

code: bool MoveActions ( int32 FirstIndex, int32 Count, int32 MovePositions )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


code: virtual void PostDuplicate ( [EDuplicateMode::Type](API\Runtime\CoreUObject\UObject\EDuplicateMode__Type) DuplicateMode )


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description:
Remove an action from the Dataprep asset
True if the action was removed

code: bool RemoveAction ( int32 Index, bool bDiscardParametrization )


description:
Remove a set of actions from the Dataprep asset
True if the action was removed

code: bool RemoveActions ( const [TArray](API\Runtime\Core\Containers\TArray)< int32 > & Indices, bool bDiscardParametrization )


code: void RemoveObjectPropertyFromParameterization ( [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * Object, const [TArray](API\Runtime\Core\Containers\TArray)< struct [FDataprepPropertyLink](API\Plugins\DataprepCore\Parameterization\FDataprepPropertyLink) > & InPropertyChain )


description: Unless ForceNoResetLoaders is passed in, this will cause a flush of all level streaming.

code: virtual bool Rename ( const TCHAR * NewName, [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewOuter, ERenameFlags Flags )


description: Swap the actions of a Dataprep asset

code: bool SwapActions ( int32 FirstActionIndex, int32 SecondActionIndex )


description:
Create a new object by class.
The new object.

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FactoryCreateNew ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InParent, [FName](API\Runtime\Core\UObject\FName) InName, EObjectFlags Flags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


className: UDataprepAsset

description: A DataprepAsset is an implementation of the DataprepAssetInterface using a Blueprint as the recipe pipeline. The Blueprint is composed of DataprepAction nodes linearly connected.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType) class UDataprepAsset : public [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface)


description: Returns true if this factory should be shown in the New Asset menu (by default calls CanCreateNew).

code: virtual bool ShouldShowInNewMenu() const


description: The context can be modified by one or more actions. The caller must check on that

code: virtual void ExecuteRecipe ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataprepActionContext](API\Plugins\DataprepCore\FDataprepActionContext) > & InActionsContext )


className: UDataprepAssetFactory

description: LevelFactory.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, BlueprintType) class UDataprepAssetFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)


className: FOnDataprepAssetInstanceChanged

description: Allow an observer to be notified when the parent asset has changed

code: class FOnDataprepAssetInstanceChanged : public TBaseMulticastDelegate_NoParams< void >


description: the array of actions of the recipe

code: virtual const [TArray](API\Runtime\Core\Containers\TArray)< [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * > & GetActions() const


description: Temporary function to allow the dataprep editor to show the parametrization

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetParameterizationObject()


code: const [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * GetParent() const


description: True if the Dataprep recipe is actionable

code: virtual bool HasActions() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual ~UDataprepAssetInstance()


code: bool SetParent ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * InParent, bool bNotifyChanges )


className: UDataprepAssetInstance

description: A DataprepAssetInstance is an implementation of the DataprepAssetInterface sharing its recipe pipeline with an existing Dataprep asset or another DataprepAssetInstance. It has its own inputs and output. It has overrides of the externalized parameters of the pipeline.

OnParentChanged

type: FOnDataprepAsse...

description: Delegate broadcasted when the consumer or one of the producers has changed

Parameterization

type: TObjectPtr< UDa...

Parent

type: TObjectPtr<UDa...

description: Parent Dataprep asset's interface


code: UDataprepAssetInstanceFactory()


className: UDataprepAssetInstanceFactory

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(MinimalAPI, BlueprintType) class UDataprepAssetInstanceFactory : public [UFactory](API\Editor\UnrealEd\Factories\UFactory)

type: TObjectPtr< cla...

description: The parent of the of the instance to create


description: Does the actual execution of the pipeline with the specified action list

code: void ExecuteRecipe_Internal ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataprepActionContext](API\Plugins\DataprepCore\FDataprepActionContext) > & InActionsContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * > & ActionAssets )


className: FOnDataprepAssetChanged

description: Allow an observer to be notified when the consumer or one of the producer has changed

code: class FOnDataprepAssetChanged : public TBaseMulticastDelegate_OneParam< void, FDataprepAssetChangeType >


description: pointer on the consumer

code: const [UDataprepContentConsumer](API\Plugins\DataprepCore\UDataprepContentConsumer) * GetConsumer() const


description: pointer on the producers

code: const [UDataprepAssetProducers](API\Plugins\DataprepCore\UDataprepAssetProducers) * GetProducers() const


description: pointer on the recipe

code: const [UDataprepRecipeInterface](API\Plugins\DataprepCore\UDataprepRecipeInterface) * GetRecipe() const


description: Answer notification that the consumer has changed

code: void OnConsumerChanged()


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Answer notification that the producer has changed

code: void OnProducersChanged ( [FDataprepAssetChangeType](API\Plugins\DataprepCore\FDataprepAssetChangeType), int32 )


description: Answer notification that the recipe has changed

code: void OnRecipeChanged()


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


description: Run all producers of the Dataprep asset

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > RunProducers ( const [FDataprepProducerContext](API\Plugins\DataprepCore\FDataprepProducerContext) & InContext )


description:
Run the consumer associated with the Dataprep asset
false if the consumer failed to execute

code: virtual bool RunConsumer ( const [FDataprepConsumerContext](API\Plugins\DataprepCore\FDataprepConsumerContext) & InContext )


description:
Create a new consumer of the given class
a pointer on the newly created consumer. Null pointer if the creation failed.

code: [UDataprepContentConsumer](API\Plugins\DataprepCore\UDataprepContentConsumer) * SetConsumer ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * NewConsumerClass, bool bNotifyChanges )


code: virtual ~UDataprepAssetInterface()


className: UDataprepAssetInterface

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UDataprepAssetInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Inputs

description: Producers associated to the Dataprep asset

Output

description: Consumer associated to the Dataprep asset

Recipe

description: Recipe associated to the Dataprep asset


description: Append anFDataprepAssetProducerIndexof the addedFDataprepAssetProducer. INDEX_NONE if the addition failed

code: int32 AddAssetProducer ( const [FDataprepAssetProducer](API\Plugins\DataprepCore\FDataprepAssetProducer) & AssetProducer )


description:
Add a producer of a given class
true if addition was successful, false otherwise

code: [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * AddProducer ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ProducerClass )


description:
Add a producer of a given class but don't pop any ui
true if addition was successful, false otherwise

code: [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * AddProducerAutomated ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ProducerClass )


description:
Add a copy of a producer
true if addition was successful, false otherwise

code: [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * CopyProducer ( const [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * InProducer )


description: Enable/Disable the producer at a given index

code: bool EnableAllProducers ( bool bValue )


className: FOnDataprepProducersChanged

description: Allow an observer to be notified when when one of the producer has changed

code: class FOnDataprepProducersChanged : public TBaseMulticastDelegate_TwoParams< void, FDataprepAssetChangeType, int32 >


code: void EnableProducer ( int32 Index, bool bValue )


description: pointer on producer at Index-th position in AssetProducers array. nullptr ifIndexis invalid

code: const [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * GetProducer ( int32 Index ) const


code: [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * GetProducer ( int32 Index )


code: int32 GetProducersCount() const


description: True if producer at Index-th position is enabled. Returns false if disabled orIndexis invalid

code: bool IsProducerEnabled ( int32 Index ) const


description: True if producer at Index-th position is superseded by an enabled producer. Returns false if not superseded or superseder is disabled orIndexis invalid

code: bool IsProducerSuperseded ( int32 Index ) const


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


description: Answer notification that the consumer has changed

code: void OnProducerChanged ( const [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * InProducer )


description: Run all producers of the Dataprep asset

code: [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > Produce ( const [FDataprepProducerContext](API\Plugins\DataprepCore\FDataprepProducerContext) & InContext )


description: Remove all producers

code: void RemoveAllProducers()


description:
Remove the producer at a given index
true if remove was successful, false otherwise

code: bool RemoveProducer ( int32 IndexToRemove )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


description: Toggle the producer at a given index

code: void ToggleProducer ( int32 Index )


code: virtual ~UDataprepAssetProducers()


className: UDataprepAssetUserData

description: A DataprepAssetUserData is used to mark assets or actors created through a Dataprep pipeline

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(ScriptName="DataprepUserData", DisplayName="Dataprep User Data")) class UDataprepAssetUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

DataprepAssetPtr

type: TSoftObjectPtr<...

description: Dataprep asset which was used to generate the hosting object

DataprepOperationPtr

description: Dataprep operation which was used to generate the hosting object, if applicable


className: UDataprepAssetProducers

description: AUDataprepAssetProducersis a utility class to manage the set of producers constituting the inputs of a DataprepAssetInterface. It provides a set of methods to edit the set of producers and their respective configuration.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepAssetProducers : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AssetProducers

description: List of producers referenced by the asset


code: void AddMarker ( const [FString](API\Runtime\Core\Containers\FString) & MarkerName, const [FString](API\Runtime\Core\Containers\FString) & Value )


className: UDataprepConsumerUserData

description: AUDataprepConsumerUserDatais used to mark an asset or an actor to be respectively moved to a sub-folder or sub-level A DataprepContentConsumer is not obligated to honor this marker

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Meta=(ScriptName="DataprepConsumerUserData", DisplayName="Dataprep Consumer User Data")) class UDataprepConsumerUserData : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)

Markers

type: TMap<FString, ...

description: Map for Dataprep entities to store data consumable or not by a consumer


code: const [FString](API\Runtime\Core\Containers\FString) & GetMarker ( const [FString](API\Runtime\Core\Containers\FString) & MarkerName ) const


description:
The consumer is expected to remove objects it has consumed from the world and/or assets' array
true if the calls were successful, false otherwise

code: bool Consume ( const [FDataprepConsumerContext](API\Plugins\DataprepCore\FDataprepConsumerContext) & InContext )


className: FDataprepConsumerChanged

description: Allow an observer to be notified when one of the properties of the consumer changes

code: class FDataprepConsumerChanged : public TBaseMulticastDelegate_NoParams< void >


description: Text briefly describing what the consumer is doing with the world and assets it consumes. Note: This text will be used as a tooltip in the UI.

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) & GetDescription() const


description: Name used by the UI to be displayed.

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) & GetLabel() const


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataprepConsumer) const [FString](API\Runtime\Core\Containers\FString) & GetLevelName()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataprepConsumer) const [FString](API\Runtime\Core\Containers\FString) & GetTargetContentFolder()


description: Returns a well-formed path to use when calling CreatePackage to create the target package.


description:
Initialize the consumer to be ready for the next call to the Run method.
true if the initialization was successful, false otherwise

code: virtual bool Initialize()


code: void LogError ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


description: Start of helper functions to log messages and report progress.

code: void LogInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


code: void LogWarning ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


className: RelativeOutput

description: Name of marker to be used by consumers to indicate specific output for assets or actors

code: static const [FString](API\Runtime\Core\Containers\FString) RelativeOutput = TEXT("ContentConsumer_RelativeOutput");


description: Requests the consumer to perform its operation.

code: virtual bool Run()


description: The consumer must assume that the world and assets it has not consumed are about to be deleted.

code: virtual void Reset()


description:
if InLevelName is empty or equal to 'current' (case insensitive), no change is made
true if the name has been successfully set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataprepConsumer) bool SetLevelName ( const [FString](API\Runtime\Core\Containers\FString) & InLevelName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailureReason )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataprepConsumer) bool SetLevelNameAutomated ( const [FString](API\Runtime\Core\Containers\FString) & InLevelName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailureReason )


description:
if InLevelName is empty or equal to 'current' (case insensitive), no change should be made
true if the name has been successfully set

code: virtual bool SetLevelNameImplementation ( const [FString](API\Runtime\Core\Containers\FString) & InLevelName, [FText](API\Runtime\Core\Internationalization\FText) & OutFailureReason, const bool bIsAutomated )


description:
if InPackagePath is empty the package path of the consumer is used
true if the assignment has been successful, false otherwise

code: virtual bool SetTargetContentFolderImplementation ( const [FString](API\Runtime\Core\Containers\FString) & InTargetContentFolder, [FText](API\Runtime\Core\Internationalization\FText) & OutFailureReason, const bool bIsAutomated )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataprepConsumer) bool SetTargetContentFolder ( const [FString](API\Runtime\Core\Containers\FString) & InTargetContentFolder, [FText](API\Runtime\Core\Internationalization\FText) & OutFailureReason )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataprepConsumer) bool SetTargetContentFolderAutomated ( const [FString](API\Runtime\Core\Containers\FString) & InTargetContentFolder, [FText](API\Runtime\Core\Internationalization\FText) & OutFailureReason )


className: UDataprepContentConsumer

description: Use the SDataprepConsumerWidget class to detail the properties of this class

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Config=EditorSettings, BlueprintType) class UDataprepContentConsumer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Context

type: FDataprepConsum...

description: Context which the consumer will run with

LevelName

type: FString

OnChanged

description: Delegate to broadcast changes to the consumer


description: Populates the world and fill up the array of assets. Reminder: All assets must be stored in the sub-package of the package provided in the context

code: virtual bool Execute ( [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & OutAssets )


description:
Allow a producer to pop a ui after being created.
false to cancel the insertion of the new producer

code: virtual bool CanAddToProducersArray ( bool bIsAutomated )


className: FDataprepProducerChanged

description: Subclass ofUDataprepContentProducermust use this mechanism to communicate changes to the owning Dataprep asset

code: class FDataprepProducerChanged : public TBaseMulticastDelegate_OneParam< void, const UDataprepContentProducer * >


description: Text briefly describing what the producer is doing to populate the world and assets. Note: This text will be used as a tooltip in the UI.

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) & GetDescription() const


description: Name used by the UI to be displayed.

code: virtual const [FText](API\Runtime\Core\Internationalization\FText) & GetLabel() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetNamespace() const


description: Returns true if the producer was cancelled during execution

code: bool IsCancelled()


description:
Initialize the producer to be ready for a call to the Execute method.
true if the initialization was successful, false otherwise

code: virtual bool Initialize()


code: void LogError ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


description: Start of helper functions to log messages and report progress.

code: void LogInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


code: void LogWarning ( const [FText](API\Runtime\Core\Internationalization\FText) & Message )


description: The world in the context should be assumed to be transient

code: bool Produce ( const [FDataprepProducerContext](API\Plugins\DataprepCore\FDataprepProducerContext) & InContext, [TArray](API\Runtime\Core\Containers\TArray)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UObject](API\Runtime\CoreUObject\UObject\UObject) > > & OutAssets )


description: Clean up the objects used by the producer. This call follows a call to Execute. Note: The producer must assume that the world and assets it has produced are about to be deleted.

code: virtual void Reset()


description:
Each sub-class must implement this method
true if the other producer produces the same content or a sub-set of it

code: virtual bool Supersede ( const [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * OtherProducer ) const


className: UDataprepContentProducer

description: Abstract class to derived from to be a producer in the Dataprep asset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UDataprepContentProducer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

Context

type: FDataprepProduc...

description: Context which the producer will run with

FeedbackContext

type: TSharedPtr<FFe...

description: The feedback context in use to check for user cancellation

description: Delegate to broadcast changes to the producer


description:
DUplicate and add an asset to the Dataprep's and action's working set
The asset newly created

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Editing Operation") [UObject](API\Runtime\CoreUObject\UObject\UObject) * AddAsset ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset, const [FString](API\Runtime\Core\Containers\FString) & AssetName )


description:
Create and add an asset to the Dataprep's and action's working set
The asset newly created

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Editing Operation") [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateAsset ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * AssetClass, const [FString](API\Runtime\Core\Containers\FString) & AssetName )


description:
Add an actor to the Dataprep's transient world and action's working set
The actor newly created

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Editing Operation") [AActor](API\Runtime\Engine\GameFramework\AActor) * CreateActor ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const [FString](API\Runtime\Core\Containers\FString) & ActorName )


description: After execution, the object is not accessible by any subsequent operation in the Dataprep's pipeline.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Editing Operation") void DeleteObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Objects )


code: void DeleteObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects )


description: Remove an object from the Dataprep's and/or action's working set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Editing Operation") void RemoveObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool bLocalContext )


description: Remove an array of objects from the Dataprep's and/or action's working set

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Editing Operation") void RemoveObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Objects, bool bLocalContext )


className: UDataprepEditingOperation

description: Base class for all Dataprep editing operations Dataprep editing operations act on a set of input obejcts and can modify their properties, but also can create new objects or delete existing ones (like assets and actors), based on the information they receive as an input

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UDataprepEditingOperation : public [UDataprepOperation](API\Plugins\DataprepCore\UDataprepOperation)


description: Indicates an array of assets has changed during the operation. It is important to use this function if the modifications on the assets impact their appearance

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Operation") void AssetsModified ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > Assets )


description: Indicates the beginning of a new work to report on

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Report", Meta=(HideSelfPin="true")) void BeginWork ( const [FText](API\Runtime\Core\Internationalization\FText) & InDescription, float InAmountOfWork )


description: Create a task to report progress during the execution of an operation

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataprepWorkReporter](API\Plugins\DataprepCore\FDataprepWorkReporter) > CreateTask ( const [FText](API\Runtime\Core\Internationalization\FText) & InDescription, float InAmountOfWork, float InIncrementOfWork )


description: Indicates the end of the work

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Report", Meta=(HideSelfPin="true")) void EndWork()


description: Execute the operation

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Execution") void Execute ( const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects )


description: Prepare the operation for the execution and execute it. This allow the operation to report information such as log to the operation context

code: void ExecuteOperation ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FDataprepOperationContext](API\Plugins\DataprepCore\FDataprepOperationContext) > & InOperationContext )


description: Allows to add more keywords for when a user is searching for the fetcher in the ui.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAdditionalKeyword_Implementation() const


description: Allows to change the tooltip of the fetcher for the ui if needed.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetCategory_Implementation() const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetDisplayOperationName_Implementation() const


description: Allows to change the name of the fetcher for the ui if needed.


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetTooltip_Implementation() const


description: Returns true if the operation was canceled during execution

code: bool IsCancelled()


description: Add Error to the log

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Log", Meta=(HideSelfPin="true")) void LogError ( const [FText](API\Runtime\Core\Internationalization\FText) & InLogError )


description: Add an info to the log

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Log", Meta=(HideSelfPin="true")) void LogInfo ( const [FText](API\Runtime\Core\Internationalization\FText) & InLogText )


description: Add a warning to the log

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Log", Meta=(HideSelfPin="true")) void LogWarning ( const [FText](API\Runtime\Core\Internationalization\FText) & InLogText )


description: Report foreseen progress on the current work

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Report", Meta=(HideSelfPin="true")) void ReportProgress ( float IncrementOfWork, const [FText](API\Runtime\Core\Internationalization\FText) & InMessage )


description: This function is called when the operation is executed. If your defining your operation in Blueprint or Python this is the function to override.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintNativeEvent) void OnExecution ( const [FDataprepContext](API\Plugins\DataprepCore\FDataprepContext) & InContext )


description: This function is the same has OnExcution, but it's the extension point for an operation defined in c++. It will be called on the operation execution.

code: virtual void OnExecution_Implementation ( const [FDataprepContext](API\Plugins\DataprepCore\FDataprepContext) & InContext )


className: UDataprepOperation

description: Base class for all Dataprep operations Dataprep operations act on a set of input obejcts and can modify their properties: f.e. change materials, add metadata etc.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UDataprepOperation : public [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject)


className: FOnPostEdit

description: Broadcast when a object has been post edited Note that it doesn't broadcast on the interactive events

code: class FOnPostEdit : public TBaseMulticastDelegate_TwoParams< void, UDataprepParameterizableObject &, FPropertyChangedChainEvent & >


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


className: UDataprepParameterizableObject

description: The base class of all the object that can interact with the dataprep parameterization This include all the parameterizable object and the parameterization object itself Also all the object that can be place in a dataprep action derive from it

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepParameterizableObject : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: FOnDataprepRecipeChanged

description: Allow an observer to be notified when when the recipe has changed

code: class FOnDataprepRecipeChanged : public TBaseMulticastDelegate_NoParams< void >


className: UDataprepRecipeInterface

description: A DataprepAssetInterface is composed of a set of producers, inputs, a consumer, output, and a recipe, set of actions. The producers generate assets and populate a given world. The pipeline modifies the assets and the actors of the given world. Finally, the consumer converts the assets and the given world. An FBX exporter is a possible consumer. This class is an abstract modeling the data preparation pipeline.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, BlueprintType) class UDataprepRecipeInterface : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnChanged

type: FOnDataprepReci...

description: Delegate broadcasted when the recipe has changed


description: EndUObjectoverride DEPRECATED Returns all actors contained in its attached world

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Query", Meta=(HideSelfPin="true"), Meta=(DeprecatedFunction, DeprecationMessage="No use of Blueprint with Dataprep.")) virtual [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > GetActors() const


description: DEPRECATED Returns all valid assets contained in attached world

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Dataprep | Query", Meta=(DeprecatedFunction, DeprecationMessage="No use of Blueprint with Dataprep.", HideSelfPin="true")) virtual [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > GetAssets() const


description: BeginUObjectoverride

code: virtual bool IsEditorOnly() const


description: DEPRECATED Function used to trigger the execution of the pipeline An event node associated to this function must be in the pipeline graph to run it.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintImplementableEvent, Meta=(DeprecatedFunction, DeprecationMessage="No use of Blueprint with Dataprep.")) void TriggerPipelineTraversal()


code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Deprecated, Blueprintable, BlueprintType, Meta=(DisplayName="DEPRECATED Data Preparation Recipe", DeprecationMessage="No use of Blueprint with Dataprep.")) class UDEPRECATED_DataprepRecipe : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: ~UDataprepActionAsset

code: virtual ~UDataprepActionAsset()


module: DataprepEditor

code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDataprepDetailsView ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToDetail )


code: [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > CreateDataprepProducersWidget ( [UDataprepAssetProducers](API\Plugins\DataprepCore\UDataprepAssetProducers) * AssetProducers )


description: Singleton-like access toIDatasmithContentEditorModuleReturns DatasmithContent singleton instance, loading the module on demand if needed

code: static [IDataprepEditorModule](API\Plugins\DataprepEditor\IDataprepEditorModule) & Get()


className: IDataprepEditorModule

description: Data preparation editor module interface

code: class IDataprepEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface), public [IHasMenuExtensibility](API\Editor\UnrealEd\Toolkits\IHasMenuExtensibility), public [IHasToolBarExtensibility](API\Editor\UnrealEd\Toolkits\IHasToolBarExtensibility)


description:
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true.
True if the module is loaded and ready to use

code: static bool IsAvailable()


className: UDataprepEditorContextMenuContext

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UDataprepEditorContextMenuContext : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

SelectedObjects

type: TArray<TObject...


className: EDataprepReportMethod

module: DataprepEditorScriptingUtilities

code: enum EDataprepReportMethod { StandardLog, SameFeedbackAsEditor, NoFeedback, }


description:
the action is added at the end of the action list
the new action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * AddActionByDuplication ( [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * DataprepAsset, [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * ActionToDuplicate )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * AddAction ( [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * DataprepAsset )


description:
Add a producer to a dataprep asset (The producer will act as if was call from the dataprep editor, use the automated version if you don't want any ui)
The created producer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Producers", Meta=(DeterminesOutputType="ProducerClass")) static [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * AddProducer ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) > ProducerClass )


description:
Add a producer to a dataprep asset
The created producer

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Producers", Meta=(DeterminesOutputType="ProducerClass")) static [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * AddProducerAutomated ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) > ProducerClass )


description:
Add a step to a dataprep action
The object of the new step

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * AddStep ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) > StepType )


description:
Add a step to a dataprep action by duplicating the step object
The object of the new step

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * AddStepByDuplication ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction, [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * StepObject )


description:
Runs the Dataprep asset's producers, execute its recipe and finally runs the consumer to output the results.
True if successful.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset") static bool ExecuteDataprep ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface, [EDataprepReportMethod](API\Plugins\DataprepEditorScriptingUtilities\EDataprepReportMethod) LogReportingMethod, [EDataprepReportMethod](API\Plugins\DataprepEditorScriptingUtilities\EDataprepReportMethod) ProgressReportingMethod )


description: Get an action from a dataprep asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * GetAction ( [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * DataprepAsset, int32 Index )


description:
Get number of actions of a dataprep asset
The number of actions of a dataprep asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static int32 GetActionCount ( [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * DataprepAsset )


description: Access the consumer of a dataprep asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Consumer") static [UDataprepContentConsumer](API\Plugins\DataprepCore\UDataprepContentConsumer) * GetConsumer ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface )


description: Get a producer from a dataprep asset.

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Producers") static [UDataprepContentProducer](API\Plugins\DataprepCore\UDataprepContentProducer) * GetProducer ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface, int32 Index )


description:
Get number of the producer of a dataprep asset
The number of producers of a dataprep asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Producers") static int32 GetProducersCount ( const [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface )


description:
Return the object of a step from the dataprep action
The retrieved step object (Generally a dataprep operation or filter)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static [UDataprepParameterizableObject](API\Plugins\DataprepCore\UDataprepParameterizableObject) * GetStepObject ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction, int32 Index )


description:
Get the number of steps for a dataprep action
The number of steps the dataprep action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static int32 GetStepsCount ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction )


description: Remove an action from a dataprep asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static void RemoveAction ( [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * DataprepAsset, int32 Index )


description: Move a step of the dataprep action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static void MoveStep ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction, int32 StepIndex, int32 DestinationIndex )


description: Remove a producer from a dataprep asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Producers") static void RemoveProducer ( [UDataprepAssetInterface](API\Plugins\DataprepCore\UDataprepAssetInterface) * DataprepAssetInterface, int32 Index )


description: Remove a step from the action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static void RemoveStep ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction, int32 Index )


description: Swap the steps of a dataprep action

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static void SwapSteps ( [UDataprepActionAsset](API\Plugins\DataprepCore\UDataprepActionAsset_1) * DataprepAction, int32 FirstIndex, int32 SecondIndex )


className: UEditorDataprepAssetLibrary

description: More on the dataprep action asset: Each step of dataprep action are a descendant of the typeUDataprepParameterizableObject. When setting the value of variables on those objects prefer using the SetEditorProperty utility function as the parameterization of the dataprep asset depends on certain editor calls to stay in sync with the recipe.

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Blueprintable, BlueprintType, Meta=(DisplayName="Dataprep Core Blueprint Library")) class UEditorDataprepAssetLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


description:
This function is the same has Fetch, but it's the extension point for an operation defined in c++. It will be called on the fetcher execution.
The fetched float

module: DataprepLibraries

code: virtual float Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


description: Swap the actions of a dataprep asset

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Editor Scripting | Dataprep Asset | Actions") static void SwapActions ( [UDataprepAsset](API\Plugins\DataprepCore\UDataprepAsset) * DataprepAsset, int32 FirstActionIndex, int32 SecondActionIndex )


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetNodeDisplayFetcherName_Implementation() const


description: Is this fetcher safe to use in a multi thread execution?

code: virtual bool IsThreadSafe() const


className: UDataprepFloatBoundingVolumeFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Bounding Volume", ToolTip="Filter objects based on their bounding box volume.\n For actor's bounding box only the components with a collision enabled will be used.")) class UDataprepFloatBoundingVolumeFetcher : public [UDataprepFloatFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepFloatFetcher)


className: AdditionalKeyword

code: static [FText](API\Runtime\Core\Internationalization\FText) AdditionalKeyword = FInternationalization::ForUseOnlyByLocMacroAndGraphNodeTextLiterals_CreateText(TEXT( "Is Child Of" ), TEXT( "DataprepIsClassOfFetcher" ), TEXT( "AdditionalKeyword" ));


description:
This function is the same has Fetch, but it's the extension point for an operation defined in c++. It will be called on the fetcher execution.
The fetched bool

code: virtual bool Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


code: virtual [FText](API\Runtime\Core\Internationalization\FText) GetAdditionalKeyword_Implementation() const


className: UDataprepIsClassOfFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Is Class Of", ToolTip="Filter objects based of their selected class.")) class UDataprepIsClassOfFetcher : public [UDataprepBoolFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepBoolFetcher)

Class

type: TSubclassOf<UO...

description: The key for the for the string.


description:
This function is the same has Fetch, but it's the extension point for an operation defined in c++. It will be called on the fetcher execution.
The fetched string

code: virtual [FString](API\Runtime\Core\Containers\FString) Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepStringActorLabelFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Actor Label", ToolTip="Filter actors based on their label.")) class UDataprepStringActorLabelFetcher : public [UDataprepStringFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepStringFetcher)


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepStringActorLayersFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Actor Layer", ToolTip="Filter actors based on their layers.")) class UDataprepStringActorLayersFetcher : public [UDataprepStringsArrayFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepStringsArrayFetcher)


className: UDataprepStringActorTagsFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Tag Value", ToolTip="Filter actors based on the key values of their tags.")) class UDataprepStringActorTagsFetcher : public [UDataprepStringsArrayFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepStringsArrayFetcher)


code: virtual int32 Fetch_Implementation ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, bool & bOutFetchSucceded ) const


className: UDataprepStringObjectNameFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Object Name", ToolTip="Filter objects based on their names.")) class UDataprepStringObjectNameFetcher : public [UDataprepStringFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepStringFetcher)


className: UDataprepTriangleCountFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Triangle Count", ToolTip="Filter objects based on their triangle count.")) class UDataprepTriangleCountFetcher : public [UDataprepIntegerFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepIntegerFetcher)


className: UDataprepVertexCountFetcher

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, NotBlueprintable, Meta=(DisplayName="Vertex Count", ToolTip="Filter objects based on their vertex count.")) class UDataprepVertexCountFetcher : public [UDataprepIntegerFetcher](API\Plugins\DataprepCore\SelectionSystem\UDataprepIntegerFetcher)


code: [FScopedStaticMeshEdit](API\Plugins\DataprepLibraries\FScopedStaticMeshEdit) & operator= ( const [FScopedStaticMeshEdit](API\Plugins\DataprepLibraries\FScopedStaticMeshEdit) & Other )


code: [FScopedStaticMeshEdit](API\Plugins\DataprepLibraries\FScopedStaticMeshEdit) & operator= ( [FScopedStaticMeshEdit](API\Plugins\DataprepLibraries\FScopedStaticMeshEdit) && Other )


code: static [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) > PreventStaticMeshBuild ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh )


code: static void RestoreStaticMeshBuild ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * StaticMesh, const [TArray](API\Runtime\Core\Containers\TArray)< [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) > & BuildSettingsBackup )


code: FScopedStaticMeshEdit ( [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * InStaticMesh )


code: FScopedStaticMeshEdit ( const [FScopedStaticMeshEdit](API\Plugins\DataprepLibraries\FScopedStaticMeshEdit) & Other )


code: FScopedStaticMeshEdit ( [FScopedStaticMeshEdit](API\Plugins\DataprepLibraries\FScopedStaticMeshEdit) && Other )


code: ~FScopedStaticMeshEdit()


className: FScopedStaticMeshEdit

code: class FScopedStaticMeshEdit


code: FStaticMeshBuilder ( const [TSet](API\Runtime\Core\Containers\TSet)< [UStaticMesh](API\Runtime\Engine\Engine\UStaticMesh) * > & InStaticMeshes )


className: FStaticMeshBuilder

code: class FStaticMeshBuilder


className: IDataprepLibrariesModule

code: class IDataprepLibrariesModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


className: EDataRegistryAcquireStatus

description: State of a registry async request

module: DataRegistry

code: enum EDataRegistryAcquireStatus { NotStarted, WaitingForInitialAcquire, InitialAcquireFinished, WaitingForResources, AcquireFinished, AcquireError, DoesNotExist, }


className: EDataRegistryAvailability

description: General rule about how hard it is to access an item, with later entries being the most available and faster to access

code: enum EDataRegistryAvailability { DoesNotExist, Unknown, Remote, OnDisk, LocalAsset, PreCached, }


className: EDataRegistryCacheGetStatus

description: Information about the cache status of an item

code: enum EDataRegistryCacheGetStatus { NotFound, FoundVolatile, FoundPersistent, }


className: EDataRegistryCacheVersionSource

description: Where the cache version comes from, the upper values of this can be used for game-specific sources

code: enum EDataRegistryCacheVersionSource { Invalid, DataRegistry, CurveTable, GameVersion1, GameVersion2, GameVersion3, GameVersion4, GameVersion5, GameVersion6, GameVersion7, GameVersion8, GameVersion9, GameVersion10, }


className: EDataRegistrySubsystemGetItemResult

description: Enum used to indicate success or failure of EvaluateCurveTableRow.

code: enum EDataRegistrySubsystemGetItemResult { Found, NotFound, }


className: EMetaDataRegistrySourceAssetUsage

description: Rules specifying how a meta source will deal with assets, arranged as a semi-bitfield

code: enum EMetaDataRegistrySourceAssetUsage { NoAssets = 0, SearchAssets = 1, RegisterAssets = 2, SearchAndRegisterAssets = 3, }


description: Checks type and returns valid struct if it exists

code: template<class T> const T * GetItem() const


description: Modifies acquire status based on new information, will advance status but not override error results

code: static void UpdateAcquireStatus ( [EDataRegistryAcquireStatus](API\Plugins\DataRegistry\EDataRegistryAcquireStatus) & CurrentStatus, [EDataRegistryAcquireStatus](API\Plugins\DataRegistry\EDataRegistryAcquireStatus) NewStatus )


code: [FDataRegistryAcquireResult](API\Plugins\DataRegistry\FDataRegistryAcquireResult) & operator= ( const [FDataRegistryAcquireResult](API\Plugins\DataRegistry\FDataRegistryAcquireResult) & )


description: It is not safe to copy or store this struct as the memory may not be valid outside this stack frame

code: FDataRegistryAcquireResult ( const [FDataRegistryAcquireResult](API\Plugins\DataRegistry\FDataRegistryAcquireResult) & )


code: FDataRegistryAcquireResult ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & InItemId, const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & InResolvedLookup, [EDataRegistryAcquireStatus](API\Plugins\DataRegistry\EDataRegistryAcquireStatus) InStatus, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InItemStruct, const uint8 * inItemMemory )


className: FDataRegistryAcquireResult

description: Result struct for acquiring, this should never be stored long term and the memory is only valid in the current stack frame

code: struct FDataRegistryAcquireResult

ItemId

type: FDataRegistryId

description: The identifier this item corresponds to, the same struct can have multiple ids to refer to it

ItemMemory

type: const uint8 ...

description: Memory of struct, this will either be null, or a totally valid struct

ItemStruct

type: constUScriptSt...

description: Type of the data acquired

ResolvedLookup

type: FDataRegistryLo...

description: The lookup this was resolved to, can use this to get item out of cache later without re-resolving

Status

type: EDataRegistryAc...

description: Result of query


className: FDataRegistryBatchAcquireCallback

description: Delegate called in C++ when multiple items are acquired, returns worst error experienced

code: typedef TBaseDelegate_OneParam< void, [EDataRegistryAcquireStatus](API\Plugins\DataRegistry\EDataRegistryAcquireStatus) > FDataRegistryBatchAcquireCallback


description: Returns the cache version number

code: int32 GetCacheVersion() const


description: Returns the success/failure status


description: Returns the version source, which is used to validate


description: Returns true if this cached value is safe to persist

code: bool IsPersistent() const


description: Returns true if this cached value is safe to use given the version number

code: bool IsValidForVersion ( [EDataRegistryCacheVersionSource](API\Plugins\DataRegistry\EDataRegistryCacheVersionSource) InVersionSource, int32 InVersion ) const


code: [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) & operator= ( const [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) & Other )


description: Return true if get was successful

code: bool WasFound() const


description: Default constructors, represents a failed get

code: FDataRegistryCacheGetResult()


code: FDataRegistryCacheGetResult ( const [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) & Other )


description: Explicit constructor for successful get

code: FDataRegistryCacheGetResult ( [EDataRegistryCacheGetStatus](API\Plugins\DataRegistry\EDataRegistryCacheGetStatus) InStatus, [EDataRegistryCacheVersionSource](API\Plugins\DataRegistry\EDataRegistryCacheVersionSource) InVersionSource, int32 InCacheVersion )


className: FDataRegistryCacheGetResult

description: Information about success and usage safety of cache queries

code: struct FDataRegistryCacheGetResult