className: FDataRegistryCachePolicy

description: Rules to use when deciding how to unload registry items and related assets

bCacheIsAlwaysVolatile

type: bool

description: If this is true, the cache is always considered volatile when returning EDataRegistryCacheResult

bUseCurveTableCacheVersion

description: If this is true, the cache version is synchronized with the global CurveTable cache version

ForceKeepSeconds

type: float

description: Any item accessed within this amount of seconds is never unloaded

ForceReleaseSeconds

description: Any item not accessed within this amount of seconds is always unloaded

MaxNumberKept

description: Maximum number of items to keep loaded, 0 means infinite

MinNumberKept

description: Will not release items if fewer then this number loaded, 0 means infinite


className: FDataRegistryCacheVersionCallback

description: Multicast delegate broadcast called when a data registry's cache version has changed

module: DataRegistry

code: typedef TMulticastDelegate_OneParam< void, class [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * > FDataRegistryCacheVersionCallback


description: UStructOverrides

code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) const & DefaultValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const


description: True if this represents an actual registry item

code: bool IsValid() const


code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


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


code: static [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ParseTypeAndName ( [FName](API\Runtime\Core\UObject\FName) TypeAndName )


code: bool operator!= ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & Other ) const


code: static [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ParseTypeAndName ( const [FString](API\Runtime\Core\Containers\FString) & TypeAndName )


description: Convert from Type:Name strings, these are inline to avoid linker errors for constructor

code: static [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ParseTypeAndName ( const TCHAR * TypeAndName, uint32 Len )


code: bool SerializeFromMismatchedTag ( struct [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) const & Tag, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Returns string version of this identifier in Type:Name format


description: Returns Text description of string


description: Explicit constructors

code: FDataRegistryId()


description: Parses out the Type:Name format

code: FDataRegistryId ( const [FString](API\Runtime\Core\Containers\FString) & TypeAndName )


description: Construct from two names, will also work withFDataRegistryTypedue to the implicit cast

code: FDataRegistryId ( const [FName](API\Runtime\Core\UObject\FName) & InRegistryType, const [FName](API\Runtime\Core\UObject\FName) & InItemName )


className: FDataRegistryId

description: Identifier for a specific DataRegistryItem, provides the user with a Tag or dropdown-based UI for selecting based on the available index info

ItemName

type: FName

description: The name of this object, may be a leaf gameplay tag or a raw name depending on the type

RegistryType

type: FDataRegistryTy...

description: The type of this item, used to look up the correct registry


className: FDataRegistryIdFormat

description: Struct representing how a unique id is formatted and picked in the editor

BaseGameplayTag

type: FGameplayTag

description: If this is not empty, all ids are part of this hierarchy


className: FDataRegistryItemAcquiredBPCallback

description: Blueprint delegate called when item is loaded, you will need to re-query the cache


className: FDataRegistryItemAcquiredCallback

description: Delegate called in C++ when item is loaded

code: typedef TBaseDelegate_OneParam< void, const [FDataRegistryAcquireResult](API\Plugins\DataRegistry\FDataRegistryAcquireResult) & > FDataRegistryItemAcquiredCallback


description: Adds a new entry to lookup

code: void AddEntry ( uint8 Index, [FName](API\Runtime\Core\UObject\FName) ResolvedName )


description: Gets a name and num

code: bool GetEntry ( uint8 & OutIndex, [FName](API\Runtime\Core\UObject\FName) & OutResolvedName, int32 NumEntry ) const


description: Get number of lookups

code: int32 GetNum() const


description: True if this lookup could work


description: Resets to default

code: void Reset()


description: Generate a debug string


className: FDataRegistryLookup

description: A resolved unique id for a specific source, explains how to look it up. This type is opaque in blueprints and cannot be saved across runs

SourceLookups

type: TArray<TTuple<...

description: TODO can be more efficient, probably best option is pack it into the num field of theFName, no one really names entries Foo_2147483646.


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [FDataRegistryModule](API\Plugins\DataRegistry\FDataRegistryModule) & Get()


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: FDataRegistryModule

description: Module logic, most of the time you want to access DataRegistrySubsystem directly

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


description: Gets an id to add request


className: InvalidId

code: static const int32 InvalidId = 0;


description: Returns true if this is a real request

code: bool IsValid() const


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


code: bool operator!= ( const [FDataRegistryRequestId](API\Plugins\DataRegistry\FDataRegistryRequestId) & Other ) const


code: bool operator< ( const [FDataRegistryRequestId](API\Plugins\DataRegistry\FDataRegistryRequestId) & Other ) const


className: FDataRegistryRequestId

description: Simple unique id for an acquire request

code: struct FDataRegistryRequestId


description: Return true if this resolver is considered volatile, which means that it should stop any long term caching of results. This should be true for most stack-based resolvers

code: virtual bool IsVolatile()


description: Override this function, if it returns true then OutResolvedName should be used, otherwise will check other resolvers and default behavior

code: bool ResolveIdToName ( [FName](API\Runtime\Core\UObject\FName) & OutResolvedName, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const class [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * Registry, const class [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * RegistrySource )


className: FDataRegistryResolver

description: Abstract structure used to resolve data registry IDs by game or plugin-specific systems

code: struct FDataRegistryResolver


description: Returns true if there are any volatile resolvers on the stack

code: static bool IsStackVolatile()


description: Static function to register a global scope

code: static void RegisterGlobalResolver ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataRegistryResolver](API\Plugins\DataRegistry\FDataRegistryResolver) > & ScopeResolver )


description: Use the stack to resolve an ID, will return the resolver used if found

code: static [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataRegistryResolver](API\Plugins\DataRegistry\FDataRegistryResolver) > ResolveIdToName ( [FName](API\Runtime\Core\UObject\FName) & OutResolvedName, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const class [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * Registry, const class [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * RegistrySource )


className: ResolverStack

description: Global and temporary resolver stack, will go from last added back to 0.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataRegistryResolver](API\Plugins\DataRegistry\FDataRegistryResolver) > > ResolverStack;


description: Unregister a global scope, must have been registered already

code: static void UnregisterGlobalResolver ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataRegistryResolver](API\Plugins\DataRegistry\FDataRegistryResolver) > & ScopeResolver )


description: Creates a temporary resolver scope, will use the passed in resolver until scope returns. Only valid on game thread

code: FDataRegistryResolverScope ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FDataRegistryResolver](API\Plugins\DataRegistry\FDataRegistryResolver) > & ScopeResolver )


description: Clears scope

code: ~FDataRegistryResolverScope()


className: FDataRegistryResolverScope

description: Scope object to set a temporary resolver, or register a global one

code: struct FDataRegistryResolverScope


className: FDataRegistrySourceAcquireRequest

description: Simple struct describing an acquire request, can be subclassed by different sources

Lookup

type: FDataRegistryLo...

description: What lookup we are acquiring for

LookupIndex

description: Which source in lookup this is for


description: Gets a unique ID key for this item, or None for invalid cached data


className: FDataRegistrySourceItemId

description: A debugging/editor struct used to describe the source for a single data registry item

CachedSource

type: TWeakObjectPtr<...

description: Cached pointer to which source it came from, if this is invalid then cache lookup will fail

CacheLookup

description: Lookup used for caching

ItemId

type: FDataRegistryId

description: Id that can be used to look this up by default

SourceResolvedName

description: Name this resolves to in the appropriate source


description: Rules struct for data table access

bPrecacheTable

description: True if the entire table should be loaded into memory when the source is loaded, false if the table is loaded on demand

CachedTableKeepSeconds

description: Time in seconds to keep cached table alive if hard reference is off.


description: UStructOverrides

code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) const & DefaultValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const


className: CustomContextType

description: Fake type that can be used in the picker UI to specify that the Id contains a context-specific name that will be interpreted later

code: static const [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) CustomContextType = FDataRegistryType(TEXT("CustomContext"));


description: Returns internal Name explicitly, not normally needed


code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


description: Returns true if this is a valid Type

code: bool IsValid() const


className: ItemStructMetaData

description: MetaData tag for both Type and Id that is used to restrict available registries to a certain item struct base class, ex. meta=(ItemStruct="NativeBaseClass")

code: static const [FName](API\Runtime\Core\UObject\FName) ItemStructMetaData = FName(TEXT("ItemStruct"));


className: FDataRegistryType::operator const FName &

code: operator const FName &() const


className: FDataRegistryType::operator FName &

description: Implicitly convert toFName

code: operator FName &()


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


code: bool operator!= ( const [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) & Other ) const


code: bool SerializeFromMismatchedTag ( struct [FPropertyTag](API\Runtime\CoreUObject\UObject\FPropertyTag) const & Tag, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Returns string version of this Type


description: Constructors, one for eachFNameconstructor

code: FDataRegistryType()


code: FDataRegistryType ( [FName](API\Runtime\Core\UObject\FName) InName )


code: FDataRegistryType ( EName InName )


code: FDataRegistryType ( const WIDECHAR * InName )


code: FDataRegistryType ( const ANSICHAR * InName )


className: FDataRegistryType

description: Once asset is in cache due to previous async call or always loaded assets, it can be accessed directly via the subsystem cache get functions Wrapper struct to represent a global data registry, represented as anFNameinternally and implicitly convertible back and forth. This exists so the blueprint API can understand it's not a normalFName.

Name

description: TheFNamerepresenting this type


className: operator&

code: constexpr [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) operator& ( [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) Lhs, [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) Rhs )


className: operator&=

code: [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) & operator&= ( [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) & Lhs, [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) Rhs )


className: operator~

code: constexpr [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) operator~ ( [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) E )


className: operator^

code: constexpr [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) operator^ ( [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) Lhs, [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) Rhs )


className: operator^=

code: [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) & operator^= ( [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) & Lhs, [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) Rhs )


className: operator!

code: constexpr bool operator! ( [EMetaDataRegistrySourceAssetUsage](API\Plugins\DataRegistry\EMetaDataRegistrySourceAssetUsag-) E )


className: WithCopy

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


className: WithExportTextItem

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


className: WithIdenticalViaEquality

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


className: WithImportTextItem

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


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


className: WithZeroConstructor

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


className: TStructOpsTypeTraits< FDataRegistryId >

code: template<> struct TStructOpsTypeTraits< FDataRegistryId > : public [TStructOpsTypeTraitsBase2< FDataRegistryId >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FDataRegistryLookup > : public [TStructOpsTypeTraitsBase2< FDataRegistryLookup >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: template<> struct TStructOpsTypeTraits< FDataRegistryType > : public [TStructOpsTypeTraitsBase2< FDataRegistryType >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


description: Start an async request for a single item

code: virtual bool AcquireItem ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, [FDataRegistryItemAcquiredCallback](API\Plugins\DataRegistry\FDataRegistryItemAcquiredCallbac-) DelegateToCall )


description: Start an async request

code: virtual bool AcquireItemInternal ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & Lookup, [FDataRegistryItemAcquiredCallback](API\Plugins\DataRegistry\FDataRegistryItemAcquiredCallbac-) DelegateToCall, const [FDataRegistryRequestId](API\Plugins\DataRegistry\FDataRegistryRequestId) & BatchRequestId )


description: Adds all possible source ids for resolved name to set, regardless of request context, default just uses the name

code: virtual void AddAllIdsForResolvedName ( [TSet](API\Runtime\Core\Containers\TSet)< [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) > & PossibleIds, const [FName](API\Runtime\Core\UObject\FName) & ResolvedName, const [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * RegistrySource ) const


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Applies the cache policy, is called regularly but can be manually executed

code: virtual void ApplyCachePolicy()


description: Start an async request for multiple items

code: virtual bool BatchAcquireItems ( const [TArray](API\Runtime\Core\Containers\TArray)< [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) > & ItemIds, [FDataRegistryBatchAcquireCallback](API\Plugins\DataRegistry\FDataRegistryBatchAcquireCallbac-) DelegateToCall )


description: Request a list of source items

code: virtual bool BatchAcquireSourceItems ( [TArray](API\Runtime\Core\Containers\TArray)< [FDataRegistrySourceItemId](API\Plugins\DataRegistry\FDataRegistrySourceItemId) > & SourceItems, [FDataRegistryBatchAcquireCallback](API\Plugins\DataRegistry\FDataRegistryBatchAcquireCallbac-) DelegateToCall )


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Disable access and restore to state before initialization, won't do anything if not initialized

code: virtual void Deinitialize()


description: Returns true if this registry struct inherits from a particular named struct

code: bool DoesItemStructMatchFilter ( [FName](API\Runtime\Core\UObject\FName) FilterStructName ) const


description: Returns internal cached data or raw memory ptr for precached data

code: const FCachedDataRegistryItem * FindCachedData ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const uint8 ** PrecachedDataPtr ) const


description: Validate and refresh registration

code: virtual void EditorRefreshRegistry()


description: Fills in a map with all cached (and precached) ids and items for fast iteration. This will use the current resolve context so may not always be valid, and multiple ids can map to the same raw pointer

code: virtual [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) GetAllCachedItems ( [TMap](API\Runtime\Core\Containers\TMap)< [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId), const uint8 * > & OutItemMap, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& OutItemStruct ) const


description: Returns all source ids for editor display

code: virtual void GetAllSourceItems ( [TArray](API\Runtime\Core\Containers\TArray)< [FDataRegistrySourceItemId](API\Plugins\DataRegistry\FDataRegistrySourceItemId) > & OutSourceItems ) const


description: Curve wrapper for get function

code: virtual [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) GetCachedCurveRaw ( const [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) *& OutCurve, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId ) const


description: Finds the cached item, using the request context to handle remapping

code: template<class T> const T * GetCachedItem ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId ) const


description: Returns the raw cached data and struct type, useful for generic C++ calls

code: virtual [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) GetCachedItemRaw ( const uint8 *& OutItemMemory, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& OutItemStruct, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId ) const


description: Finds the cached item using a resolved lookup, this can be useful after a load has happened to ensure you get the exact item requested

code: virtual [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) GetCachedItemRawFromLookup ( const uint8 *& OutItemMemory, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& OutItemStruct, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & Lookup ) const


description: Gets list of child runtime sources created by passed in source, in order registered

code: virtual void GetChildRuntimeSources ( [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * ParentSource, [TArray](API\Runtime\Core\Containers\TArray)< [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * > & ChildSources ) const


description: Returns the current cache version for a successful get, may change depending on stack-specific resolve settings


description: Frame-delayed callback to call success for already loaded items

code: virtual void DelayedHandleSuccessCallbacks ( [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) Lookup )


description: Gets the current time

code: static float GetCurrentTime()


description: Gets the formatting for this Id

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


description: Returns the struct used by this registry, everything returned will be this or a subclass

code: const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetItemStruct() const


description: Fills in a list of all item ids provided by this registry, sorted for display

code: virtual void GetPossibleRegistryIds ( [TArray](API\Runtime\Core\Containers\TArray)< [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) > & OutRegistryIds, bool bSortForDisplay ) const


description: Returns the worst availability for anything stored in this registry, if this is Precached then this registry is a wrapper around already loaded data

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetLowestAvailability() const


description: Gets a human readable summary of registry, for UI usage

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


description: Returns the name for type exposed by this registry

code: const [FName](API\Runtime\Core\UObject\FName) GetRegistryType() const


description: Returns the index of a source in the source list

code: int32 GetSourceIndex ( const [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * Source, bool bUseRuntimeSources ) const


description: Gets the current general cache policy

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


description: Returns a timer manager that is safe to use for asset loading actions. This will either be the editor or game instance one, or null during very early startup

code: static [FTimerManager](API\Runtime\Engine\FTimerManager) * GetTimerManager()


description: Handle sending completion/error callbacks

code: virtual void HandleAcquireCallbacks ( const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & Lookup, FCachedDataRegistryItem & CachedEntry )


description: Call to indicate that a item is available, will insert into cache

code: virtual void HandleAcquireResult ( const [FDataRegistrySourceAcquireRequest](API\Plugins\DataRegistry\FDataRegistrySourceAcquireReques-) & Request, [EDataRegistryAcquireStatus](API\Plugins\DataRegistry\EDataRegistryAcquireStatus) Status, uint8 * ItemMemory, [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * Source )


description: Advances state machine for a cached entry

code: virtual void HandleCacheEntryState ( const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & Lookup, FCachedDataRegistryItem & CachedEntry )


description: Bump the cache version from some external event like game-specific file loading

code: virtual void InvalidateCacheVersion()


description: Checks if a previous cached get is still valid

code: virtual bool IsCacheGetResultValid ( [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) Result ) const


description: Returns true if this state has been initialized for use

code: virtual bool IsInitialized() const


description: Initialize for requests, called when subsystem starts up and should return true on success

code: virtual bool Initialize()


description: Maps from a type:name pair to a per-source resolved name, default just returns the name

code: virtual [FName](API\Runtime\Core\UObject\FName) MapIdToResolvedName ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * RegistrySource ) const


description: Find the source associated with a lookup index

code: virtual [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * LookupSource ( [FName](API\Runtime\Core\UObject\FName) & OutResolvedName, const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & Lookup, int32 LookupIndex ) const


description: Marks this registry for needing a runtime refresh at next opportunity

code: virtual void MarkRuntimeDirty()


description: Accesses the delegate called when cache version changes


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

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


description: Called at the end ofRename(), but only if the rename was actually carried out

code: virtual void PostRename ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * OldOuter, const [FName](API\Runtime\Core\UObject\FName) OldName )


description: Refresh the RuntimeSources list

code: virtual void RefreshRuntimeSources()


description: Attempt to register a specified asset with a source, returns true if any changes were made. Can be used to update priority for existing asset as well

code: virtual bool RegisterSpecificAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, int32 AssetPriority )


description: Reset caches and state because gameplay finished due to PIE shutting down or the game registering a return to main menu, but stay initialized for future use

code: virtual void ResetRuntimeState()


description: Resolves an item id into a specific source and unique id, this can remap the names using game-specific rules. PrecachedDataPtr will be set if it is precached by another system

code: virtual bool ResolveDataRegistryId ( [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & OutLookup, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const uint8 ** PrecachedDataPtr ) const


description: Conditionally refresh the runtime state if needed

code: virtual void RuntimeRefreshIfNeeded()


description: Sets the current cache policy, could cause items to get released

code: void SetRuntimeCachePolicy ( const [FDataRegistryCachePolicy](API\Plugins\DataRegistry\FDataRegistryCachePolicy) & NewPolicy )


description: Called on timer tick when initialized

code: virtual void TimerUpdate()


description: Removes references to a specific asset, returns bool if it was removed

code: virtual bool UnregisterSpecificAsset ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


description: Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. Returns number of assets unregistered

code: virtual int32 UnregisterAssetsWithPriority ( int32 AssetPriority )


description: Check on any batch requests that need processing, if filter is empty will process all

code: virtual void UpdateBatchRequest ( const [FDataRegistryRequestId](API\Plugins\DataRegistry\FDataRegistryRequestId) & RequestId, const [FDataRegistryAcquireResult](API\Plugins\DataRegistry\FDataRegistryAcquireResult) & Result )


className: UDataRegistry

description: Defines a place to efficiently store and retrieve structure data, can be used as a wrapper around Data/Curve Tables or extended with other sources

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

DataSources

type: TArray<TObject...

description: List of data sources to search for items

DefaultCachePolicy

type: FDataRegistryCa...

description: Editor-set cache policy

IdFormat

type: FDataRegistryId...

description: Rules for specifying valid item Ids, if default than any name can be used

ItemStruct

type: TObjectPtr< con...

description: Structure type of all for items in this registry

OnCacheVersionInvalidatedCallback

description: Callback for when cache version changes, might be moved later

RegistryType

description: Globally unique name used to identify this registry

RuntimeCachePolicy

description: Runtime override

RuntimeSources

description: TODO remove VisibleDefaultsOnly or figure out how to stop it from letting you edit the instance properties.

TimerUpdateFrequency

description: How often to check for cache updates


description: Return true if we are allowed to ignore missing asset registry data based on settings and build

code: bool CanIgnoreMissingAssetData() const


description: UObjectinterface


className: UDataRegistrySettings

description: Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, Meta=(DisplayName="Data Registry")) class UDataRegistrySettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

bIgnoreMissingCookedAssetRegistryData

description: If true, cooked builds will ignore errors with missing AssetRegistry data for specific registered assets like DataTables as it may have been stripped out

bInitializeAllLoadedRegistries

description: If false, only registry assets inside DirectoriesToScan will be initialized.

DirectoriesToScan

type: TArray<FDirect...

description: List of directories to scan for data registry assets


description: Call to start an acquire request

code: virtual bool AcquireItem ( [FDataRegistrySourceAcquireRequest](API\Plugins\DataRegistry\FDataRegistrySourceAcquireReques-) && Request )


description: Gets the list of runtime sources that should be registered for this source, will either be itself or a list of children

code: virtual void AddRuntimeSources ( [TArray](API\Runtime\Core\Containers\TArray)< [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * > & OutRuntimeSources )


description: Creates a new runtime source, but does not register it yet

code: [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * CreateTransientSource ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) > SourceClass )


description: Called on editor-defined states to check to check a source is still valid after major changes

code: virtual void EditorRefreshSource()


description: Called on editor-defined sources to disable access and restore to state before initialization, won't do anything if not initialized

code: virtual void Deinitialize()


description: Return a useful debug name for this source

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


description: Returns availability of individual item, also get raw memory address if available

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetItemAvailability ( const [FName](API\Runtime\Core\UObject\FName) & ResolvedName, const uint8 ** PrecachedDataPtr ) const


description: Gets structure from parent registry

code: const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * GetItemStruct() const


description: The outer for this should always be a Registry

code: const [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * GetRegistry() const


description: Returns the editor-defined source, which is either this or the parent source

code: virtual [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * GetOriginalSource()


description: Fills in set of all names provided by this source

code: virtual void GetResolvedNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names ) const


description: Returns how available this data is generally

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetSourceAvailability() const


description: Call to indicate that a item is available, will insert into cache

code: virtual void HandleAcquireResult ( const [FDataRegistrySourceAcquireRequest](API\Plugins\DataRegistry\FDataRegistrySourceAcquireReques-) & Request, [EDataRegistryAcquireStatus](API\Plugins\DataRegistry\EDataRegistryAcquireStatus) Status, uint8 * ItemMemory )


description: Returns true if this state has been initialized for use

code: virtual bool IsInitialized() const


description: Called on editor-defined sources to initialize this source so it is ready to take requests

code: virtual bool Initialize()


description: Returns true if this asset is already registered with this source

code: virtual bool IsSpecificAssetRegistered ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath ) const


description: Returns true if this is a runtime-only source

code: virtual bool IsTransientSource() const


description: Called to regenerate runtime sources if needed, won't do anything for simple sources

code: virtual void RefreshRuntimeSources()


description: Called on runtime sources to reset caches and related state because game has ended or registry settings have changed

code: virtual void ResetRuntimeState()


description: Called by owning source as periodic update, can release resources or refresh connections

code: virtual void TimerUpdate ( float CurrentTime, float TimerUpdateFrequency )


description: Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. Returns number of assets unregistered

code: virtual int32 UnregisterAssetsWithPriority ( int32 AssetPriority )


className: UDataRegistrySource

description: Specifies a source for DataRegistry items, which is an interface that provides asynchronous access to individual structs

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, EditInlineNew, DefaultToInstanced, Within=DataRegistry, CollapseCategories) class UDataRegistrySource : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsInitialized

description: True if this is currently considered to be initialized

ParentSource

type: TObjectPtr<UDa...

description: What data source we were created from, if this is a transient source


description: Removes references to a specific asset, returns bool if it was removed

code: virtual bool UnregisterSpecificAsset ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


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

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


description: Call to start an acquire request

code: virtual bool AcquireItem ( [FDataRegistrySourceAcquireRequest](API\Plugins\DataRegistry\FDataRegistrySourceAcquireReques-) && Request )


description: Attempt to register a specified asset with a source, returns true if any changes were made. Can be used to update priority for existing asset as well

code: virtual bool RegisterSpecificAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, int32 AssetPriority )


description: Clears cached table pointer so it can be GCd

code: virtual void ClearCachedTable()


description: Called on editor-defined states to check to check a source is still valid after major changes

code: virtual void EditorRefreshSource()


description: Return a useful debug name for this source

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


description: Returns availability of individual item, also get raw memory address if available

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetItemAvailability ( const [FName](API\Runtime\Core\UObject\FName) & ResolvedName, const uint8 ** PrecachedDataPtr ) const


description: Fills in set of all names provided by this source

code: virtual void GetResolvedNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names ) const


description: Returns how available this data is generally

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetSourceAvailability() const


description: Tells it to go through each pending acquire

code: virtual void HandlePendingAcquires()


description: Called on editor-defined sources to initialize this source so it is ready to take requests

code: virtual bool Initialize()


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: Callback after table loads

code: virtual void OnTableLoaded()


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Called on runtime sources to reset caches and related state because game has ended or registry settings have changed

code: virtual void ResetRuntimeState()


description: Tells it to set CachedTable if possible

code: virtual void SetCachedTable ( bool bForceLoad )


description: Update source table and rules, meant to be called from a meta source

code: void SetSourceTable ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UCurveTable](API\Runtime\Engine\Engine\UCurveTable) > & InSourceTable, const [FDataRegistrySource_DataTableRules](API\Plugins\DataRegistry\FDataRegistrySource_DataTableRul-) & InTableRules )


description: Called by owning source as periodic update, can release resources or refresh connections

code: virtual void TimerUpdate ( float CurrentTime, float TimerUpdateFrequency )


description: Data source that loads from a specific curve table asset

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="CurveTable Source")) class UDataRegistrySource_CurveTable : public [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource)

CachedTable

type: TObjectPtr<UCu...

description: Hard ref to loaded table

LastAccessTime

description: Last time this was accessed

LoadingTableHandle

type: TSharedPtr<FSt...

description: Handle for in progress load

PendingAcquires

type: TArray<FDataRe...

description: List of requests to resolve when table is loaded

PreloadTable

description: Preload table ref, will be set if this is a hard source

SourceTable

type: TSoftObjectPtr<...

description: What table to load from

TableRules

type: FDataRegistrySo...

description: Access rules


description: Call to start an acquire request

code: virtual bool AcquireItem ( [FDataRegistrySourceAcquireRequest](API\Plugins\DataRegistry\FDataRegistrySourceAcquireReques-) && Request )


description: Clears cached table pointer so it can be GCd

code: virtual void ClearCachedTable()


description: Called on editor-defined states to check to check a source is still valid after major changes

code: virtual void EditorRefreshSource()


description: Return a useful debug name for this source

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


description: Returns availability of individual item, also get raw memory address if available

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetItemAvailability ( const [FName](API\Runtime\Core\UObject\FName) & ResolvedName, const uint8 ** PrecachedDataPtr ) const


description: Fills in set of all names provided by this source

code: virtual void GetResolvedNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & Names ) const


description: Returns how available this data is generally

code: virtual [EDataRegistryAvailability](API\Plugins\DataRegistry\EDataRegistryAvailability) GetSourceAvailability() const


description: Tells it to go through each pending acquire

code: virtual void HandlePendingAcquires()


description: Called on editor-defined sources to initialize this source so it is ready to take requests

code: virtual bool Initialize()


description: Callback after table loads

code: virtual void OnTableLoaded()


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: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


description: Tells it to set CachedTable if possible

code: virtual void SetCachedTable ( bool bForceLoad )


description: Called on runtime sources to reset caches and related state because game has ended or registry settings have changed

code: virtual void ResetRuntimeState()


description: Update source table and rules, meant to be called from a meta source

code: void SetSourceTable ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UDataTable](API\Runtime\Engine\Engine\UDataTable) > & InSourceTable, const [FDataRegistrySource_DataTableRules](API\Plugins\DataRegistry\FDataRegistrySource_DataTableRul-) & InTableRules )


description: Called by owning source as periodic update, can release resources or refresh connections

code: virtual void TimerUpdate ( float CurrentTime, float TimerUpdateFrequency )


description: Data source that loads from a specific data table containing the same type of structs as the registry

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="DataTable Source")) class UDataRegistrySource_DataTable : public [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource)

CachedTable

description: Hard ref to loaded table

LastAccessTime

type: float

description: Last time this was accessed

LoadingTableHandle

description: Handle for in progress load

SourceTable

description: What table to load from

description: Access rules


description:
Starts an asynchronous acquire of a data registry item that may not yet be cached.
Returns true if request was started, false on unrecoverable error

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataRegistry, Meta=(DisplayName="Acquire Data Registry Item (experimental)")) static bool AcquireItemBP ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId, [FDataRegistryItemAcquiredBPCallback](API\Plugins\DataRegistry\FDataRegistryItemAcquiredBPCallb-) AcquireCallback )


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


description: Converts a Data Registry Id to a string. The other direction is not provided because it cannot be validated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="To String (DataRegistryId)", CompactNodeTitle="->", ScriptMethod="ToString", BlueprintThreadSafe), Category=DataRegistry) static [FString](API\Runtime\Core\Containers\FString) Conv_DataRegistryIdToString ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) DataRegistryId )


code: virtual void ApplyPreregisterMap ( [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * Registry )


description: True if all registries should have been initialized

code: bool AreRegistriesInitialized() const


description: Converts a Data Registry Type to a string. The other direction is not provided because it cannot be validated

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="To String (DataRegistryType)", CompactNodeTitle="->", ScriptMethod="ToString", BlueprintThreadSafe), Category=DataRegistry) static [FString](API\Runtime\Core\Containers\FString) Conv_DataRegistryTypeToString ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) DataRegistryType )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: De-initializes all loaded registries

code: void DeinitializeAllRegistries()


description: Dumps out a text representation of every item in the registry

code: static void DumpCachedItems ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Args )


description: Start an async load of an item, delegate will be called on success or failure of acquire. Returns false if delegate could not be scheduled

code: bool AcquireItem ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, [FDataRegistryItemAcquiredCallback](API\Plugins\DataRegistry\FDataRegistryItemAcquiredCallbac-) DelegateToCall ) const


code: virtual void EndPIE ( bool bStartSimulate )


description: Outputs all registered types and some info

code: static void DumpRegistryTypeSummary()


description: Returns true if the values are equal (A == B)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Equal (DataRegistryId)", CompactNodeTitle="==", ScriptOperator="==", BlueprintThreadSafe), Category=DataRegistry) static bool EqualEqual_DataRegistryId ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) A, [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) B )


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Equal (DataRegistryType)", CompactNodeTitle="==", ScriptOperator="==", BlueprintThreadSafe), Category=DataRegistry) static bool EqualEqual_DataRegistryType ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) A, [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) B )


description: Computes an evaluated curve value, as well as the actual curve if it is found. The return value specifies the cache safety for the curve

code: [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) EvaluateCachedCurve ( float & OutValue, const [FRealCurve](API\Runtime\Engine\Curves\FRealCurve) *& OutCurve, [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId, float InputValue, float DefaultValue ) const


description: Attempts to evaluate a curve stored in a DataRegistry cache using a specific input value

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category=DataRegistry, Meta=(ExpandEnumAsExecs="OutResult")) static void EvaluateDataRegistryCurve ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId, float InputValue, float DefaultValue, [EDataRegistrySubsystemGetItemResult](API\Plugins\DataRegistry\EDataRegistrySubsystemGetItemRes-) & OutResult, float & OutValue )


description:
Attempts to get cached structure data stored in a DataRegistry, modifying OutItem if the item is available (EXPERIMENTAL) this version has an output param and enum result
Returns true if the item was found and OutItem was modified

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=DataRegistry, Meta=(DisplayName="Find Data Registry Item (experimental)", CustomStructureParam="OutItem", ExpandEnumAsExecs="OutResult")) static void FindCachedItemBP ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId, [EDataRegistrySubsystemGetItemResult](API\Plugins\DataRegistry\EDataRegistrySubsystemGetItemRes-) & OutResult, [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & OutItem )


className: FPreregisterAsset

description: List of assets to attempt to register when data registries come online.

code: typedef TPair< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath), int32 > FPreregisterAsset


className: FRegistryMapPair

code: typedef TPair< [FName](API\Runtime\Core\UObject\FName), [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) > > FRegistryMapPair


description: Returns the global subsystem instance

code: static [UDataRegistrySubsystem](API\Plugins\DataRegistry\UDataRegistrySubsystem) * Get()


description: Gets list of all registries, useful for iterating in UI or utilities

code: void GetAllRegistries ( [TArray](API\Runtime\Core\Containers\TArray)< [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * > & AllRegistries, bool bSortByType ) const


description:
Attempts to get cached structure data stored in a DataRegistry, modifying OutItem if the item is available (EXPERIMENTAL) this version has an input param and simple bool return
Returns true if the item was found and OutItem was modified

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=DataRegistry, Meta=(DisplayName="Get Data Registry Item (experimental)", CustomStructureParam="OutItem")) static bool GetCachedItemBP ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId, [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & OutItem )


description: Returns a cached item of specified struct type. This will return null if the item is not already in memory

code: template<class T> const T * GetCachedItem ( const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId ) const


description:
Attempts to get structure data stored in a DataRegistry cache after an async acquire, modifying OutItem if the item is available
Returns true if the item was found and OutItem was modified

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, CustomThunk, Category=DataRegistry, Meta=(DisplayName="Get Data Registry Item From Lookup (experimental)", CustomStructureParam="OutItem")) static bool GetCachedItemFromLookupBP ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId, const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & ResolvedLookup, [FTableRowBase](API\Runtime\Engine\Engine\FTableRowBase) & OutItem )


description: Gets the cached or precached data and struct type. The return value specifies the cache safety for the data

code: [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) GetCachedItemRaw ( const uint8 *& OutItemMemory, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& OutItemStruct, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId ) const


description: Gets the cached or precached data and struct type using an async acquire result. The return value specifies the cache safety for the data

code: [FDataRegistryCacheGetResult](API\Plugins\DataRegistry\FDataRegistryCacheGetResult) GetCachedItemRawFromLookup ( const uint8 *& OutItemMemory, const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) *& OutItemStruct, const [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) & ItemId, const [FDataRegistryLookup](API\Plugins\DataRegistry\FDataRegistryLookup) & Lookup ) const


description: Returns proper display text for an id, using the correct id format

code: [FText](API\Runtime\Core\Internationalization\FText) GetDisplayTextForId ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) ItemId ) const


description: Finds the right registry for a type name

code: [UDataRegistry](API\Plugins\DataRegistry\UDataRegistry) * GetRegistryForType ( [FName](API\Runtime\Core\UObject\FName) RegistryType ) const


description: Removes specific data registry asset from the registration map, can be undone with LoadRegistryPath

code: bool IgnoreRegistryPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & RegistryAssetPath )


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


description: Initializes all loaded registries and prepares them for queries

code: void InitializeAllRegistries ( bool bResetIfInitialized )


description: Returns true if this is a non-empty type, does not check if it is currently registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category=DataRegistry, Meta=(ScriptMethod="IsValid", ScriptOperator="bool", BlueprintThreadSafe)) static bool IsValidDataRegistryType ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) DataRegistryType )


description: Returns true if the system is enabled via any config scan settings, will optionally warn if not enabled

code: bool IsConfigEnabled ( bool bWarnIfNotEnabled ) const


description: Returns true if this is a non-empty item identifier, does not check if it is currently registered

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Category="AssetManager", Meta=(ScriptMethod="IsValid", ScriptOperator="bool", BlueprintThreadSafe)) static bool IsValidDataRegistryId ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) DataRegistryId )


description: Loads all registry assets and initializes them, this is called early in startup

code: void LoadAllRegistries()


description: Load and initialize a specific registry, useful for plugins. This can hitch so the asset should be preloaded elsewhere if needed

code: bool LoadRegistryPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & RegistryAssetPath )


description: Returns true if the values are not equal (A != B)

code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Not Equal (DataRegistryId)", CompactNodeTitle="!=", ScriptOperator="!=", BlueprintThreadSafe), Category=DataRegistry) static bool NotEqual_DataRegistryId ( [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) A, [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) B )


code: virtual void PostAssetManager()


code: [UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintPure, Meta=(DisplayName="Not Equal (DataRegistryType)", CompactNodeTitle="!=", ScriptOperator="!=", BlueprintThreadSafe), Category=DataRegistry) static bool NotEqual_DataRegistryType ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) A, [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) B )


description: Initialization order, need to wait for other early-load systems to initialize.

code: virtual void PostEngineInit()


code: virtual void PreBeginPIE ( bool bStartSimulate )


code: virtual void PostGameplayTags()


description: Schedules registration of assets by path, this will happen immediately or will be queued if the data registries don't exist yet

code: void PreregisterSpecificAssets ( const [TMap](API\Runtime\Core\Containers\TMap)< [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType), [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) >> & AssetMap, int32 AssetPriority )


description: Refreshes the active registry map based on what's in memory

code: void RefreshRegistryMap()


description: Attempt to register a specified asset with all active sources that allow dynamic registration, returning true if anything changed. This will fail if the registry does not exist yet.

code: bool RegisterSpecificAsset ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) RegistryType, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, int32 AssetPriority )


description: Handles changes to DataRegistrySettings while engine is running

code: void ReinitializeFromConfig()


description: Resets state for all registries, call when gameplay has concluded to destroy caches

code: void ResetRuntimeState()


description: Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. Returns number of assets unregistered

code: int32 UnregisterAssetsWithPriority ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) RegistryType, int32 AssetPriority )


description: Removes references to a specific asset, returns bool if it was removed

code: bool UnregisterSpecificAsset ( [FDataRegistryType](API\Plugins\DataRegistry\FDataRegistryType) RegistryType, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


className: UDataRegistrySubsystem

description: Singleton manager that provides synchronous and asynchronous access to data registries

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(NotBlueprintType) class UDataRegistrySubsystem : public [UEngineSubsystem](API\Runtime\Engine\Subsystems\UEngineSubsystem)

AssetScanPaths

type: TArray<FString...

description: Paths that will be scanned for registries.

bFullyInitialized

type: bool

description: True if initialization has finished and registries were scanned, will be false if not config enabled.

bReadyForInitialization

description: True if initialization is ready to start, will be true even if config disabled.

PreregisterAssetMap

type: TMap<FDataRegi...

RegistryMap

type: TSortedMap<FNa...

RegistryPathsToIgnore

type: TArray<FSoftOb...

description: Specific registries to avoid registering, may be in memory but will not be registered.

RegistryPathsToLoad

description: Specific registries to load, will be added to AssetScanPaths at scan time.


description: Gets the list of runtime sources that should be registered for this source, will either be itself or a list of children

code: virtual void AddRuntimeSources ( [TArray](API\Runtime\Core\Containers\TArray)< [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * > & OutRuntimeSources )


description: Fills in list of desired runtime names, must be overridden!

code: virtual void DetermineRuntimeNames ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRuntimeNames )


description: Returns true if this asset data passes the filter for this meta source, bNewRegisteredAsset is true if it comes from a RegisterSpecificAsset call and needs extra path checking

code: virtual bool DoesAssetPassFilter ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, bool bNewRegisteredAsset )


className: FRegisteredAsset

description: List of specific assets registered with source, in runtime order sorted by priority

code: typedef TPair< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData), int32 > FRegisteredAsset


description: Returns what subclass of source to use for children, must be overridden!

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) > GetChildSourceClass() const


description: Returns true if this asset is already registered with this source

code: virtual bool IsSpecificAssetRegistered ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath ) const


description: Callback registered when an asset search root as been added post launch

code: virtual void OnNewAssetSearchRoot ( const [FString](API\Runtime\Core\Containers\FString) & SearchRoot )


description: Called to regenerate runtime sources if needed, won't do anything for simple sources

code: virtual void RefreshRuntimeSources()


description: Attempt to register a specified asset with a source, returns true if any changes were made. Can be used to update priority for existing asset as well

code: virtual bool RegisterSpecificAsset ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, int32 AssetPriority )


description: Fills in new or existing child source for specific name, must be overridden!

code: virtual bool SetDataForChild ( [FName](API\Runtime\Core\UObject\FName) SourceName, [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource) * ChildSource )


description: Sort assets, default order is by priority then array order

code: virtual void SortRegisteredAssets()


description: Unregisters all previously registered assets in a specific registry with a specific priority, can be used as a batch reset. Returns number of assets unregistered

code: virtual int32 UnregisterAssetsWithPriority ( int32 AssetPriority )


description: Removes references to a specific asset, returns bool if it was removed

code: virtual bool UnregisterSpecificAsset ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & AssetPath )


className: UMetaDataRegistrySource

description: Base class for a data source that generates additional data sources at runtime

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract) class UMetaDataRegistrySource : public [UDataRegistrySource](API\Plugins\DataRegistry\UDataRegistrySource)

AssetUsage

type: EMetaDataRegist...

description: Asset usage

NewAssetSearchRootHandle

type: FDelegateHandle

description: Delegate handle for OnNewAssetSearchRoot

RuntimeChildren

type: TMap<FName,TO...

description: Map from source identifier such as package name to registered child

RuntimeNames

type: TArray<FName>

description: List of desired source ids, in order

SearchRules

type: FAssetManagerSe...

description: Asset registry scan rules

SpecificRegisteredAssets

type: TArray<FRegist...


description: Constructor


description: Meta source that will generate CurveTable sources at runtime based on a directory scan or asset registration

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="CurveTable Meta Source")) class UMetaDataRegistrySource_CurveTable : public [UMetaDataRegistrySource](API\Plugins\DataRegistry\UMetaDataRegistrySource)

CreatedSource

type: TSubclassOf<UD...

description: What specific source class to spawn

TableRules

description: Access rules


description: Meta source that will generate DataTable sources at runtime based on a directory scan or asset registration

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Meta=(DisplayName="DataTable Meta Source")) class UMetaDataRegistrySource_DataTable : public [UMetaDataRegistrySource](API\Plugins\DataRegistry\UMetaDataRegistrySource)

CreatedSource

description: What specific source class to spawn

description: Access rules


description: Called to get list of valid data registry types, used by MakeDataRegistryTypeSelector or can be used for a property handle version

module: DataRegistryEditor

code: static void GenerateDataRegistryTypeComboBoxStrings ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FString](API\Runtime\Core\Containers\FString) > > & OutComboBoxStrings, [TArray](API\Runtime\Core\Containers\TArray)< [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [SToolTip](API\Runtime\Slate\Widgets\SToolTip) >> & OutToolTips, [TArray](API\Runtime\Core\Containers\TArray)< bool > & OutRestrictedItems, bool bAllowClear, [FName](API\Runtime\Core\UObject\FName) FilterStructName )


description:
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
Returns singleton instance, loading the module on demand if needed

code: static [FDataRegistryEditorModule](API\Plugins\DataRegistryEditor\FDataRegistryEditorModule) & Get()


description: Gets the extensibility managers for outside entities to extend data registry editor's menus and toolbars


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()


description: Creates a simple version of a Data Registry Item Name selector, not bound to a PropertyHandle. This will spawn the appropriate tag/combo box UI on click depending on the type

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeDataRegistryItemNameSelector ( [FOnGetDataRegistryDisplayText](API\Plugins\DataRegistryEditor\FOnGetDataRegistryDisplayText) OnGetDisplayText, [FOnGetDataRegistryId](API\Plugins\DataRegistryEditor\FOnGetDataRegistryId) OnGetId, [FOnSetDataRegistryId](API\Plugins\DataRegistryEditor\FOnSetDataRegistryId) OnSetId, [FOnGetCustomDataRegistryItemNames](API\Plugins\DataRegistryEditor\FOnGetCustomDataRegistryItemName-) OnGetCustomItemNames, bool bAllowClear )


description: Creates a simple version of a Data Registry Type selector, not bound to a PropertyHandle

code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [SWidget](API\Runtime\SlateCore\Widgets\SWidget) > MakeDataRegistryTypeSelector ( [FOnGetDataRegistryDisplayText](API\Plugins\DataRegistryEditor\FOnGetDataRegistryDisplayText) OnGetDisplayText, [FOnSetDataRegistryType](API\Plugins\DataRegistryEditor\FOnSetDataRegistryType) OnSetType, bool bAllowClear, [FName](API\Runtime\Core\UObject\FName) FilterStructName )


className: FDataRegistryEditorModule

description: The public interface to this module

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


className: FOnGetCustomDataRegistryItemNames

code: typedef TBaseDelegate_OneParam< void, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & > FOnGetCustomDataRegistryItemNames


className: FOnGetDataRegistryDisplayText

code: typedef TBaseDelegate_NoParams< [FText](API\Runtime\Core\Internationalization\FText) > FOnGetDataRegistryDisplayText


className: FOnGetDataRegistryId

code: typedef TBaseDelegate_NoParams< [FDataRegistryId](API\Plugins\DataRegistry\FDataRegistryId) > FOnGetDataRegistryId


className: FOnSetDataRegistryId

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


className: FOnSetDataRegistryType

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


code: static [IDatasmithC4DTranslatorModule](API\Plugins\DatasmithC4DTranslator\IDatasmithC4DTranslatorModule) & Get()


description: true if environment variable DATASMITHC4D_DEBUG is set

code: bool InDebugMode() const


code: class IDatasmithC4DTranslatorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


module: DatasmithCADTranslator

code: FActorData ( const TCHAR * NodeUuid )


code: FActorData ( const TCHAR * NodeUuid, const [FActorData](API\Plugins\DatasmithCADTranslator\FActorData) & ParentData )


className: FActorData

code: class FActorData

ColorUId

type: FMaterialUId

OverridenChildren

type: TArray<FCadId...

Uuid

type: const TCHAR ...


code: static [FDatasmithCADTranslatorModule](API\Plugins\DatasmithCADTranslator\FDatasmithCADTranslatorModule) & Get()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FDatasmithCADTranslatorModule

description: Datasmith Translator for .wire files.

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


code: [TOptional](API\Runtime\Core\IO\TOptional)< [FMeshDescription](API\Runtime\MeshDescription\FMeshDescription) > GetMeshDescription ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > OutMeshElement, [CADLibrary::FMeshParameters](API\Plugins\CADTools\FMeshParameters) & OutMeshParameters )


code: void LoadMeshFiles ( [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FString](API\Runtime\Core\Containers\FString) > & CADFileToMeshFile )


code: FDatasmithMeshBuilder ( [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FString](API\Runtime\Core\Containers\FString) > & InCADFileToMeshFileMap, const [FString](API\Runtime\Core\Containers\FString) & InCachePath, const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters )


code: FDatasmithMeshBuilder ( [TArray](API\Runtime\Core\Containers\TArray)< [CADLibrary::FBodyMesh](API\Plugins\CADTools\FBodyMesh) > & InBodyMeshSet, const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters )


className: FDatasmithMeshBuilder

code: class FDatasmithMeshBuilder

BodyMeshes

type: TArray<TArray<...

CachePath

type: FString

MeshActorNameToBodyMesh

type: TMap<FCadUuid,...


code: void AddChildren ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > Actor, const [CADLibrary::FArchiveReference](API\Plugins\CADInterfaces\FArchiveReference) & Reference, const [FActorData](API\Plugins\DatasmithCADTranslator\FActorData) & ParentData )


code: void AddMetaData ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > ActorElement, const [CADLibrary::FArchiveCADObject](API\Plugins\CADInterfaces\FArchiveCADObject) & Instance, const [CADLibrary::FArchiveCADObject](API\Plugins\CADInterfaces\FArchiveCADObject) & Reference )


code: virtual bool Build()


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > BuildBody ( [FCadId](API\Plugins\CADTools\FCadId) BodyId, const [FActorData](API\Plugins\DatasmithCADTranslator\FActorData) & ParentData )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > BuildInstance ( [FCadId](API\Plugins\CADTools\FCadId) InstanceId, const [FActorData](API\Plugins\DatasmithCADTranslator\FActorData) & ParentData )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > BuildReference ( [CADLibrary::FArchiveReference](API\Plugins\CADInterfaces\FArchiveReference) & Reference, const [FActorData](API\Plugins\DatasmithCADTranslator\FActorData) & ParentData )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > CreateActor ( const TCHAR * ActorUUID, const TCHAR * ActorLabel )


code: bool DoesActorHaveChildrenOrIsAStaticMesh ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement )


code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMaterialIDElement](API\Runtime\DatasmithCore\IDatasmithMaterialIDElement) > FindOrAddMaterial ( [FMaterialUId](API\Plugins\CADTools\FMaterialUId) MaterialUuid )


code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IDatasmithMeshElement](API\Runtime\DatasmithCore\IDatasmithMeshElement) > FindOrAddMeshElement ( [CADLibrary::FArchiveBody](API\Plugins\CADInterfaces\FArchiveBody) & Body )


code: [CADLibrary::FArchiveSceneGraph](API\Plugins\CADInterfaces\FArchiveSceneGraph) * FindSceneGraphArchive ( const [CADLibrary::FFileDescriptor](API\Plugins\CADTools\FFileDescriptor) & File, uint32 & FileHash ) const


code: void OverrideInstance ( [CADLibrary::FArchiveOverrideOccurrence](API\Plugins\CADInterfaces\FArchiveOverrideOccurrence) * OverrideOccurrence, [CADLibrary::FArchiveInstance](API\Plugins\CADInterfaces\FArchiveInstance) & Instance, [FActorData](API\Plugins\DatasmithCADTranslator\FActorData) & InstanceData )


code: FDatasmithSceneBaseGraphBuilder ( [CADLibrary::FArchiveSceneGraph](API\Plugins\CADInterfaces\FArchiveSceneGraph) * InSceneGraph, const [FString](API\Runtime\Core\Containers\FString) & InCachePath, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > InScene, const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & InSource, const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters )


className: FDatasmithSceneBaseGraphBuilder

code: class FDatasmithSceneBaseGraphBuilder

AncestorSceneGraphHash

type: TArray< uint32 ...

ArchiveMockUps

type: TArray<CADLibr...

CachePath

type: constFString&

CADFileToSceneGraphArchive

type: TMap< uint32,C...

ColorUIdToColorArchive

type: TMap<FMaterial...

DatasmithScene

type: TSharedRef<IDa...

DefaultMaterial

type: TSharedPtr<IDa...

ImportParameters

type: constCADLibrar...

ImportParametersHash

type: const uint32


code: void FillAnchorActor ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithActorElement](API\Runtime\DatasmithCore\IDatasmithActorElement) > & ActorElement, const [FString](API\Runtime\Core\Containers\FString) & CleanFilenameOfCADFile )


code: FDatasmithSceneGraphBuilder ( [TMap](API\Runtime\Core\Containers\TMap)< uint32, [FString](API\Runtime\Core\Containers\FString) > & InCADFileToUE4FileMap, const [FString](API\Runtime\Core\Containers\FString) & InCachePath, [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IDatasmithScene](API\Runtime\DatasmithCore\IDatasmithScene) > InScene, const [FDatasmithSceneSource](API\Plugins\DatasmithTranslator\FDatasmithSceneSource) & InSource, const [CADLibrary::FImportParameters](API\Plugins\CADTools\FImportParameters) & InImportParameters )


code: void LoadSceneGraphDescriptionFiles()


className: FDatasmithSceneGraphBuilder

code: class FDatasmithSceneGraphBuilder : public [FDatasmithSceneBaseGraphBuilder](API\Plugins\DatasmithCADTranslator\FDatasmithSceneBaseGraphBuilder)

CADFileToSceneGraphDescriptionFile

type: TMap< uint32,F...


code: virtual ~FDatasmithSceneGraphBuilder()


className: FCloOptions

module: DatasmithCloTranslator

bGenerateClothActor

type: bool

Scale

type: float


code: virtual void ShutdownModule()


code: virtual void StartupModule()


className: FDatasmithCloTranslatorModule

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


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


className: UDatasmithCloImportOptions

Options

type: FCloOptions


module: DatasmithContent

code: ADatasmithAreaLightActor()


className: ADatasmithAreaLightActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType, Blueprintable, MinimalAPI) class ADatasmithAreaLightActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

Color

type: FLinearColor

IESTexture

type: TObjectPtr< cla...

IntensityUnits

type: ELightUnits

LightShape

type: EDatasmithAreaL...

Mobility

type: TEnumAsByte<EC...

Rotation

type: FRotator


code: void PlayLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * SequenceToPlay )


code: ADatasmithImportedSequencesActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: ADatasmithImportedSequencesActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ADatasmithImportedSequencesActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

ImportedSequences

type: TArray<TObject...


description: Clean up delegates before destruction.

code: virtual void BeginDestroy()


className: ADatasmithSceneActor

code: [UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class ADatasmithSceneActor : public [AActor](API\Runtime\Engine\GameFramework\AActor)

RelatedActors

type: TMap<FName,TS...

description: Map of all the actors related to this Datasmith Scene


description:
Fetch an additional data on an asset
DataType* nullptr if no Additional data is stored on the given asset

code: namespace Datasmith { template<class [DataType](API\Plugins\OptimusCore\DataType), typename> [DataType](API\Plugins\OptimusCore\DataType) * Datasmith::GetAdditionalData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & SourceAssetData ) }


code: namespace Datasmith { [UAssetImportData](API\Runtime\Engine\EditorFramework\UAssetImportData) * Datasmith::GetAssetImportData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Asset ) }


description:
Fetch all additional data of the specified type for the given asset
TArrayThe list of additional data stored on the given asset

code: namespace Datasmith { template<class [DataType](API\Plugins\OptimusCore\DataType), typename> [TArray](API\Runtime\Core\Containers\TArray)< [DataType](API\Plugins\OptimusCore\DataType) * > Datasmith::GetMultipleAdditionalData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & SourceAssetData, int MaxCount ) }


description:
Create an instance ofUDatasmithAdditionalData, used to quickly extend data stored on datasmith assets.
DataType* Created instance

code: namespace Datasmith { template<class [DataType](API\Plugins\OptimusCore\DataType), typename> [DataType](API\Plugins\OptimusCore\DataType) * Datasmith::MakeAdditionalData() }


className: EDatasmithAreaLightActorShape

description: Keep in sync with EDatasmithLightShape from DatasmithDefinitions.

code: enum EDatasmithAreaLightActorShape { Rectangle, Disc, Sphere, Cylinder, None, }


className: EDatasmithAreaLightActorType

code: enum EDatasmithAreaLightActorType { Point, Spot, IES_DEPRECATED, Rect, }


className: EDatasmithCADRetessellationRule

code: enum EDatasmithCADRetessellationRule { All = 0, SkipDeletedSurfaces, }


className: EDatasmithCADStitchingTechnique

code: enum EDatasmithCADStitchingTechnique { StitchingNone = 0, StitchingHeal, StitchingSew, }


className: EDatasmithImportActorPolicy

code: enum EDatasmithImportActorPolicy { Update, Full, Ignore, }


className: EDatasmithImportAssetConflictPolicy

code: enum EDatasmithImportAssetConflictPolicy { Replace, Update, Use, Ignore, }


className: EDatasmithImportLightmapMin

code: enum EDatasmithImportLightmapMin { LIGHTMAP_16, LIGHTMAP_32, LIGHTMAP_64, LIGHTMAP_128, LIGHTMAP_256, LIGHTMAP_512, }


className: EDatasmithImportLightmapMax

code: enum EDatasmithImportLightmapMax { LIGHTMAP_64, LIGHTMAP_128, LIGHTMAP_256, LIGHTMAP_512, LIGHTMAP_1024, LIGHTMAP_2048, LIGHTMAP_4096, }


className: EDatasmithImportMaterialQuality

code: enum EDatasmithImportMaterialQuality { UseNoFresnelCurves, UseSimplifierFresnelCurves, UseRealFresnelCurves, }


className: EDatasmithImportScene

code: enum EDatasmithImportScene { NewLevel, CurrentLevel, AssetsOnly, }


className: EDatasmithImportSearchPackagePolicy

code: enum EDatasmithImportSearchPackagePolicy { Current, All, }


className: FDatasmithAssetImportOptions

PackagePath

type: FName


code: [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithCustomActionBase](API\Plugins\DatasmithContent\UDatasmithCustomActionBase) * > GetApplicableActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & SelectedAssets )


code: [TArray](API\Runtime\Core\Containers\TArray)< [UDatasmithCustomActionBase](API\Plugins\DatasmithContent\UDatasmithCustomActionBase) * > GetApplicableActions ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors )


code: FDatasmithCustomActionManager()


className: FDatasmithCustomActionManager

code: class FDatasmithCustomActionManager


code: bool CanIncludeAnimation() const


className: FDatasmithImportBaseOptions

AssetOptions

type: FDatasmithAsset...

bIncludeAnimation

description: Specifies whether or not to import animations

bIncludeCamera

description: Specifies whether or not to import cameras

bIncludeGeometry

description: Specifies whether or not to import geometry

bIncludeLight

description: Specifies whether or not to import lights

bIncludeMaterial

description: Specifies whether or not to import materials and textures

SceneHandling

type: EDatasmithImpor...

description: Specifies where to put the content

StaticMeshOptions

type: FDatasmithStati...


code: FDatasmithImportBaseOptions()


code: void GetAssetRegistryTags ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


code: FDatasmithImportInfo ( const [FString](API\Runtime\Core\Containers\FString) & InSourceUri, [FString](API\Runtime\Core\Containers\FString) InSourceHashString )


code: FDatasmithImportInfo ( const [FString](API\Runtime\Core\Containers\FString) & InSourceUri, [FMD5Hash](API\Runtime\Core\Misc\FMD5Hash) InSourceHash )


className: FDatasmithImportInfo

description: Structure that fill the same role asFAssetImportInfo, but for SourceUri. Eventually, the SourceUri should be directly added toFAssetImportInfoand replace the "RelativeFilename".

SourceHash

type: FString

description: The MD5 hash of the source when it was imported. Should be updated alongside the SourceUri

SourceUri

description: The Uri of to the source that this asset was imported from.


code: FDatasmithReimportOptions()


className: FDatasmithReimportOptions

bRespawnDeletedActors

description: Specifies whether or not to add back Actors you've deleted from the current Level

bUpdateActors

description: Specifies whether or not to update Datasmith Scene Actors in the current Level


code: void operator= ( const [FDatasmithTessellationOptions](API\Plugins\DatasmithContent\FDatasmithTessellationOptions) & Other )


code: FDatasmithRetessellationOptions ( float InChordTolerance, float InMaxEdgeLength, float InNormalTolerance, [EDatasmithCADStitchingTechnique](API\Plugins\DatasmithContent\EDatasmithCADStitchingTechnique) InStitchingTechnique, [EDatasmithCADRetessellationRule](API\Plugins\DatasmithContent\EDatasmithCADRetessellationRule) InRetessellationRule )


className: FDatasmithRetessellationOptions

RetessellationRule

type: EDatasmithCADRe...


code: static int32 ConvertLightmapEnumToValue ( [EDatasmithImportLightmapMin](API\Plugins\DatasmithContent\EDatasmithImportLightmapMin) EnumValue )


code: static int32 ConvertLightmapEnumToValue ( [EDatasmithImportLightmapMax](API\Plugins\DatasmithContent\EDatasmithImportLightmapMax) EnumValue )


code: bool operator== ( const [FDatasmithStaticMeshImportOptions](API\Plugins\DatasmithContent\FDatasmithStaticMeshImportOption-) & Other ) const


code: bool operator!= ( const [FDatasmithStaticMeshImportOptions](API\Plugins\DatasmithContent\FDatasmithStaticMeshImportOption-) & Other ) const


code: FDatasmithStaticMeshImportOptions()


className: FDatasmithStaticMeshImportOptions

bGenerateLightmapUVs

type: bool

MaxLightmapResolution

description: Maximum resolution for auto-generated lightmap UVs

MinLightmapResolution

description: Minimum resolution for auto-generated lightmap UVs


code: bool operator== ( const [FDatasmithTessellationOptions](API\Plugins\DatasmithContent\FDatasmithTessellationOptions) & Other ) const


code: FDatasmithTessellationOptions ( float InChordTolerance, float InMaxEdgeLength, float InNormalTolerance, [EDatasmithCADStitchingTechnique](API\Plugins\DatasmithContent\EDatasmithCADStitchingTechnique) InStitchingTechnique )


className: FDatasmithTessellationOptions

ChordTolerance

type: float

description: Maximum distance between any point on a triangle generated by the tessellation process and the actual surface.

MaxEdgeLength

description: Maximum length of edges of triangles generated by the tessellation process.

NormalTolerance

description: Maximum angle between the normal of two triangles generated by the tessellation process.

StitchingTechnique

type: EDatasmithCADSt...

description: Stitching technique applied on neighbouring surfaces before tessellation.


description: temporary directory created for this process

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


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

code: static [IDatasmithContentModule](API\Plugins\DatasmithContent\IDatasmithContentModule) & Get()


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: IDatasmithContentModule

description: The public interface of the DatasmithContent module

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


description: The actual processing, called by Datasmith when the user trigger an action.

code: void ApplyOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors )


code: void ApplyOnAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & SelectedAssets )


description:
Called by Datasmith when we displays potential action for some actors (eg. when the context menu of the level editor is used).
true when this action is applicable on the given set

code: bool CanApplyOnActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & SelectedActors )


description:
Called by Datasmith when we displays potential action for some assets (eg. when the context menu of the content browser is used).
true when this action is applicable on the given set

code: bool CanApplyOnAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & SelectedAssets )


description: Displayed name of the action

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


description: Displayed tooltip of the action

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


code: virtual ~IDatasmithCustomAction()


className: IDatasmithCustomAction

description: Interface of a CustomAction. This is a way to quickly expose some custom processing.

code: class IDatasmithCustomAction


code: void Apply ( [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) * Destination, const [FDatasmithCameraFilmbackSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCamera-) * PreviousTemplate )


code: void Load ( const [FCameraFilmbackSettings](API\Runtime\CinematicCamera\FCameraFilmbackSettings) & Source )


code: bool Equals ( const [FDatasmithCameraFilmbackSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCamera-) & Other ) const


code: void Apply ( [FCameraFocusSettings](API\Runtime\CinematicCamera\FCameraFocusSettings) * Destination, const [FDatasmithCameraFocusSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCamera-_1) * PreviousTemplate )


code: bool Equals ( const [FDatasmithCameraFocusSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCamera-_1) & Other ) const


code: void Load ( const [FCameraFocusSettings](API\Runtime\CinematicCamera\FCameraFocusSettings) & Source )


className: FDatasmithCameraFocusSettingsTemplate

FocusMethod

type: ECameraFocusMet...


code: void Apply ( [FCameraLookatTrackingSettings](API\Runtime\CinematicCamera\FCameraLookatTrackingSettings) * Destination, [FDatasmithCameraLookatTrackingSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCamera-_2) * PreviousTemplate )


code: bool Equals ( const [FDatasmithCameraLookatTrackingSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCamera-_2) & Other ) const


code: void Load ( const [FCameraLookatTrackingSettings](API\Runtime\CinematicCamera\FCameraLookatTrackingSettings) & Source )


ActorToTrack

type: TSoftObjectPtr<...

bAllowRoll

type: uint8:  1


code: void Apply ( [FCameraLensSettings](API\Runtime\CinematicCamera\FCameraLensSettings) * Destination, const [FDatasmithCameraLensSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCameraLensSettingsTemp-) * PreviousTemplate )


code: bool Equals ( const [FDatasmithCameraLensSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithCameraLensSettingsTemp-) & Other ) const


code: void Load ( const [FCameraLensSettings](API\Runtime\CinematicCamera\FCameraLensSettings) & Source )


className: FDatasmithCameraLensSettingsTemplate


code: void Apply ( [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) * Destination, [FDatasmithMeshBuildSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithMeshBuildSettingsTempl-) * PreviousTemplate )


code: bool Equals ( const [FDatasmithMeshBuildSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithMeshBuildSettingsTempl-) & Other ) const


code: void Load ( const [FMeshBuildSettings](API\Runtime\Engine\Engine\FMeshBuildSettings) & Source )


code: FDatasmithMeshBuildSettingsTemplate()


className: FDatasmithMeshBuildSettingsTemplate

bGenerateLightmapUVs

type: uint8: 1


code: void Apply ( [FMeshSectionInfoMap](API\Runtime\Engine\Engine\FMeshSectionInfoMap) * Destination, [FDatasmithMeshSectionInfoMapTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithMeshSectionInfoMapTemp-) * PreviousTemplate )


code: bool Equals ( const [FDatasmithMeshSectionInfoMapTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithMeshSectionInfoMapTemp-) & Other ) const


code: void Load ( const [FMeshSectionInfoMap](API\Runtime\Engine\Engine\FMeshSectionInfoMap) & Source )


className: FDatasmithMeshSectionInfoMapTemplate

Map

type: TMap< uint32,F...


code: void Apply ( [FMeshSectionInfo](API\Runtime\Engine\Engine\FMeshSectionInfo) * Destination, [FDatasmithMeshSectionInfoTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithMeshSectionInfoTemplat-) * PreviousTemplate )


code: bool Equals ( const [FDatasmithMeshSectionInfoTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithMeshSectionInfoTemplat-) & Other ) const


code: void Load ( const [FMeshSectionInfo](API\Runtime\Engine\Engine\FMeshSectionInfo) & Source )


code: FDatasmithMeshSectionInfoTemplate()


className: FDatasmithMeshSectionInfoTemplate


code: static [UDatasmithAssetUserData](API\Plugins\DatasmithContent\UDatasmithAssetUserData) * FindOrCreateDatasmithUserData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: static [TMap](API\Runtime\Core\Containers\TMap)< [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) >, [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) > > * FindOrCreateObjectTemplates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: template<typename T> static T * GetObjectTemplate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: static [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * GetObjectTemplate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) > Subclass )


code: static bool HasObjectTemplates ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer )


code: static void SetObjectTemplate ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Outer, [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * ObjectTemplate )


description: LegacyCompareEqual also check for order

code: static bool SetsEquals ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & Left, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & Right )


description: Based on existing data, last import and current import, deduce resulting data that reflects User work.

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > ThreeWaySetMerge ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & OldSet, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & CurrentSet, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & NewSet )


className: FDatasmithObjectTemplateUtils

code: struct FDatasmithObjectTemplateUtils


code: void Apply ( struct [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) * Destination, const [FDatasmithPostProcessSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithPostPr-) * PreviousTemplate )


code: bool Equals ( const [FDatasmithPostProcessSettingsTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithPostPr-) & Other ) const


code: void Load ( const [FPostProcessSettings](API\Runtime\Engine\Engine\FPostProcessSettings) & Source )


code: FDatasmithPostProcessSettingsTemplate()


className: FDatasmithPostProcessSettingsTemplate

AutoExposureMethod

type: TEnumAsByte< en...

type: uint32: 1


code: void Apply ( [FStaticMaterial](API\Runtime\Engine\Engine\FStaticMaterial) * Destination, [FDatasmithStaticMaterialTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithStaticMaterialTemplate) * PreviousTemplate )


code: void Load ( const [FStaticMaterial](API\Runtime\Engine\Engine\FStaticMaterial) & Source )


code: bool Equals ( const [FDatasmithStaticMaterialTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithStaticMaterialTemplate) & Other ) const


code: FDatasmithStaticMaterialTemplate()


className: FDatasmithStaticMaterialTemplate

MaterialInterface

type: TObjectPtr< cla...


code: bool Equals ( const [FDatasmithStaticParameterSetTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithStaticParameterSetTemp-) & Other ) const


code: void Apply ( [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) * Destination, [FDatasmithStaticParameterSetTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithStaticParameterSetTemp-) * PreviousTemplate )


code: void Load ( const [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) & Source, bool bOverridesOnly )


code: void LoadRebase ( const [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant) & Source, const [FDatasmithStaticParameterSetTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithStaticParameterSetTemp-) & ComparedTemplate, const [FDatasmithStaticParameterSetTemplate](API\Plugins\DatasmithContent\ObjectTemplates\FDatasmithStaticParameterSetTemp-) * MergedTemplate )


className: FDatasmithStaticParameterSetTemplate

StaticSwitchParameters

type: TMap<FName, bo...


description: Returns if this template equals another template of the same type.

code: virtual bool Equals ( const [UDatasmithObjectTemplate](API\Plugins\DatasmithContent\ObjectTemplates\UDatasmithObjectTemplate) * Other ) const


description: Helper function to get the typed Actor from either a component or an actor

code: template<typename T> static T * GetActor ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )


code: template<typename T> static const T * GetActor ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object )