code: static [FString](API\Runtime\Core\Containers\FString) GetNormalizedPackagePath ( const [FString](API\Runtime\Core\Containers\FString) & InPath, bool bIncludeFinalSlash )


description: For a given package and platform, return what Chunks it should be assigned to, games can override this as needed. Returns false if no information found

module: Engine

code: virtual bool GetPackageChunkIds ( [FName](API\Runtime\Core\UObject\FName) PackageName, const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > ExistingChunkList, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutChunkList, [TArray](API\Runtime\Core\Containers\TArray)< int32 > * OutOverrideChunkList ) const


description: Returns cook rule for a package name using Management rules, games should override this to take into account their individual workflows

code: virtual EPrimaryAssetCookRule GetPackageCookRule ( [FName](API\Runtime\Core\UObject\FName) PackageName ) const


description: Returns list of PrimaryAssetIds that manage a package. Will optionally recurse up the management chain

code: virtual bool GetPackageManagers ( [FName](API\Runtime\Core\UObject\FName) PackageName, bool bRecurseToParents, [TSet](API\Runtime\Core\Containers\TSet)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & ManagerSet ) const


description: Returns PrimaryAssetIds that manage a package, with property describing the reference (direct or indirect).

code: virtual bool GetPackageManagers ( [FName](API\Runtime\Core\UObject\FName) PackageName, bool bRecurseToParents, [TMap](API\Runtime\Core\Containers\TMap)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId), [UE::AssetRegistry::EDependencyProperty](API\Runtime\CoreUObject\Misc\UE__AssetRegistry__EDependencyPr-) > & Managers ) const


description: Reads redirector list and gets a list of the redirected previous names for a Primary Asset Id

code: virtual void GetPreviousPrimaryAssetIds ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & NewId, [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & OutOldIds ) const


description: Fills in aTMapwith the pending/active loading state of every asset

code: void GetPrimaryAssetBundleStateMap ( [TMap](API\Runtime\Core\Containers\TMap)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId), [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) >> & BundleStateMap, bool bForceCurrent ) const


description: Gets theFAssetDatafor a primary asset with the specified type/name, will only work for once that have been scanned for already. Returns true if it found a valid data

code: virtual bool GetPrimaryAssetData ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description: Gets list of allFAssetDatafor a primary asset type, returns true if any were found

code: virtual bool GetPrimaryAssetDataList ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & AssetDataList ) const


description: Returns the primary asset Id for the givenFAssetData, only works if in directory

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdForData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData ) const


description:
Returns the loading handle associated with the primary asset, it can then be checked for progress or waited on
Streamable Handle that can be used to poll or wait

code: [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > GetPrimaryAssetHandle ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, bool bForceCurrent, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > * Bundles ) const


description: Sees if the passed in object is a registered primary asset, if so return it. Returns invalid Identifier if not found

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdForObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const


description: Sees if the package has a primary asset, useful if only the package name is available

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdForPackage ( [FName](API\Runtime\Core\UObject\FName) PackagePath ) const


description: Deprecated*FNameasset paths are deprecated, useFSoftObjectPathinstead.

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdForPath ( [FName](API\Runtime\Core\UObject\FName) ObjectPath ) const


description: Sees if the passed in object path is a registered primary asset, if so return it. Returns invalid Identifier if not found

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetIdForPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ObjectPath ) const


description: Gets list of allFPrimaryAssetIdfor a primary asset type, returns true if any were found

code: virtual bool GetPrimaryAssetIdList ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & PrimaryAssetIdList, EAssetManagerFilter Filter ) const


description:
Fills in a set of object paths with the assets that need to be loaded, for a given Primary Asset and bundle list
True if primary asset id was found

code: bool GetPrimaryAssetLoadSet ( [TSet](API\Runtime\Core\Containers\TSet)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & OutAssetLoadSet, const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LoadBundles, bool bLoadRecursive ) const


description: Gets the in-memoryUObjectfor a primary asset id, returning nullptr if it's not in memory. Will return blueprint class for blueprint assets. This works even if the asset wasn't loaded explicitly

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetPrimaryAssetObject ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId ) const


description: Templated versions of above

code: template<class AssetType> AssetType * GetPrimaryAssetObject ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId ) const


code: template<class AssetType> [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< AssetType > GetPrimaryAssetObjectClass ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId ) const


description: Gets list of all loaded objects for a primary asset type, returns true if any were found. Will return blueprint class for blueprint assets. This works even if the asset wasn't loaded explicitly

code: virtual bool GetPrimaryAssetObjectList ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & ObjectList ) const


description: Gets theFSoftObjectPathfor a primary asset type and name, returns invalid if not found

code: virtual [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) GetPrimaryAssetPath ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId ) const


description: Gets the list of all FSoftObjectPaths for a given type, returns true if any found

code: virtual bool GetPrimaryAssetPathList ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetPathList ) const


description: Gets the management rules for a specific asset, this will merge the type and individual values

code: virtual [FPrimaryAssetRules](API\Runtime\Engine\Engine\FPrimaryAssetRules) GetPrimaryAssetRules ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId ) const


description: Returns the list of chunks assigned to the list of primary assets, which is usually a manager list. This is called by GetPackageChunkIds

code: virtual bool GetPrimaryAssetSetChunkIds ( const [TSet](API\Runtime\Core\Containers\TSet)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & PrimaryAssetSet, const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TArrayView](API\Runtime\Core\Containers\TArrayView)< const int32 > ExistingChunkList, [TArray](API\Runtime\Core\Containers\TArray)< int32 > & OutChunkList ) const


description: Gets metadata for a specific asset type, returns false if not found

code: virtual bool GetPrimaryAssetTypeInfo ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, [FPrimaryAssetTypeInfo](API\Runtime\Engine\Engine\FPrimaryAssetTypeInfo) & AssetTypeInfo ) const


description:
Returns a list of primary assets that are in the given bundle state. Only assets that are loaded or being loaded are valid
True if any found

code: bool GetPrimaryAssetsWithBundleState ( [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & PrimaryAssetList, const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) > & ValidTypes, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & RequiredBundles, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & ExcludedBundles, bool bForceCurrent ) const


description: Gets list of all primary asset types infos

code: virtual void GetPrimaryAssetTypeInfoList ( [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetTypeInfo](API\Runtime\Engine\Engine\FPrimaryAssetTypeInfo) > & AssetTypeInfoList ) const


description: Reads AssetManagerSettings for specifically redirected asset paths. This is useful if you need to convert older saved data

code: virtual [FName](API\Runtime\Core\UObject\FName) GetRedirectedAssetPath ( [FName](API\Runtime\Core\UObject\FName) OldPath ) const


code: virtual [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) GetRedirectedAssetPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & OldPath ) const


description: Tries to redirect a Primary Asset Id, using list in AssetManagerSettings

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetRedirectedPrimaryAssetId ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & OldId ) const


description: Returns the chunk download/install progress. AcquiredCount is the number of chunks that were requested and have already been insatlled, Requested includes both installed and pending

code: virtual bool GetResourceAcquireProgress ( int32 & OutAcquiredCount, int32 & OutRequestedCount ) const


description: Return settings object

code: const [UAssetManagerSettings](API\Runtime\Engine\Engine\UAssetManagerSettings) & GetSettings() const


description: Accesses the StreamableManager used by this Asset Manager. Static for easy access

code: static [FStreamableManager](API\Runtime\Engine\Engine\FStreamableManager) & GetStreamableManager()


description:
Determine if we should separate the asset registry for this chunk out into its own file and return the unique name that identifies it
The logical name of the chunk's asset registry, or NAME_None if it isn't required

code: virtual [FName](API\Runtime\Core\UObject\FName) GetUniqueAssetRegistryName ( int32 InChunkIndex ) 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: [FTimerManager](API\Runtime\Engine\FTimerManager) * GetTimerManager() const


description:
Processes a command token as part of cooking.
True if the token was processed, false otherwise.

code: virtual bool HandleCookCommand ( FStringView Token )


description: Returns true if initial scan has completed, this can be pretty late in editor builds

code: virtual bool HasInitialScanCompleted() const


description: Would add the value of CurveTableReference to both the Client and Server asset bundles

code: virtual void InitializeAssetBundlesFromMetadata ( const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct, const void * StructValue, [FAssetBundleData](API\Runtime\CoreUObject\AssetRegistry\FAssetBundleData) & AssetBundle, [FName](API\Runtime\Core\UObject\FName) DebugName ) const


description: UObjectwrapper

code: virtual void InitializeAssetBundlesFromMetadata ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FAssetBundleData](API\Runtime\CoreUObject\AssetRegistry\FAssetBundleData) & AssetBundle ) const


description: Invalidate cached asset data so it knows to rescan when needed


description: Checks to see if the given asset data is a blueprint with a base class in the ClassNameSet. This checks the parent asset tag

code: virtual bool IsAssetDataBlueprintOfClassSet ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [TSet](API\Runtime\Core\Containers\TSet)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & ClassNameSet ) const


description: Returns true if the global singleton AssetManager has been constructed.

code: static bool IsInitialized()


description: Returns true if path should be excluded from primary asset scans, called from ShouldIncludeInAssetSearch and in the editor

code: virtual bool IsPathExcludedFromScan ( const [FString](API\Runtime\Core\Containers\FString) & Path ) const


description: Deprecated* AssetManager is now always constructed duringUEngine::InitializeObjectReferences. Call IsInitialized instead if you need to check whether it has not yet been initialized.

code: static bool IsValid()


description: Quick wrapper to async load some non primary assets with the primary streamable manager. This will not auto release the handle, release it if needed

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > LoadAssetList ( const [TArray](API\Runtime\Core\Containers\TArray)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & AssetList, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, const [FString](API\Runtime\Core\Containers\FString) & DebugName )


description: Single asset wrapper

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > LoadPrimaryAsset ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & AssetToLoad, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LoadBundles, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority )


description:
Loads a list of Primary Assets. This will start an async load of those assets, calling callback on completion. These assets will stay in memory until explicitly unloaded. You can wait on the returned streamable request or poll as needed. If there is no work to do, returned handle will be null and delegate will get called before function returns.
Streamable Handle that can be used to poll or wait. You do not need to keep this handle to stop the assets from being unloaded

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > LoadPrimaryAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & AssetsToLoad, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LoadBundles, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority )


description: Loads all assets of a given type, useful for cooking

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > LoadPrimaryAssetsWithType ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LoadBundles, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority )


description: Loads the redirector maps

code: virtual void LoadRedirectorMaps()


className: MapType

description: Asset Type ofUWorldassets

code: static const [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) MapType = FName(TEXT("Map"));


description: Gets package names to add to the cook, and packages to never cook even if in startup set memory or referenced

code: virtual void ModifyCook ( TConstArrayView< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > TargetPlatforms, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToCook, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToNeverCook )


description: If the given package contains a primary asset, get the packages referenced by its AssetBundleEntries. Used to inform the cook of should-be-cooked dependencies of PrimaryAssets for PrimaryAssets that are recorded in the AssetManager but have cooktype Unknown and so are not returned from ModifyCook.

code: virtual void ModifyCookReferences ( [FName](API\Runtime\Core\UObject\FName) PackageName, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToCook )


description: Gets package names to add to a DLC cook

code: virtual void ModifyDLCCook ( const [FString](API\Runtime\Core\Containers\FString) & DLCName, TConstArrayView< const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * > TargetPlatforms, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToCook, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & PackagesToNeverCook )


description: Normalize a package path for use in asset manager, will remove duplicate // and add or remove a final slash as desired

code: static void NormalizePackagePath ( [FString](API\Runtime\Core\Containers\FString) & InOutPath, bool bIncludeFinalSlash )


className: OnAssetManagerCreatedDelegate

description: Delegate called when the asset manager singleton is created


description:
Called when a new asset registry becomes available
TRUE if new data was loaded and added into the master asset registry

code: virtual bool OnAssetRegistryAvailableAfterInitialization ( [FName](API\Runtime\Core\UObject\FName) InName, [FAssetRegistryState](API\Runtime\AssetRegistry\AssetRegistry\FAssetRegistryState) & OutNewState )


description: When an asset is removed

code: virtual void OnAssetRemoved ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & Data )


description: Called when asset registry is done loading off disk, will finish any deferred loads


description: When asset is renamed

code: virtual void OnAssetRenamed ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & NewData, const [FString](API\Runtime\Core\Containers\FString) & OldPath )


description: Called when a new chunk has been downloaded

code: virtual void OnChunkDownloaded ( uint32 ChunkId, bool bSuccess )


className: OnCompletedInitialScanDelegate

description: Delegate called when initial span finishes


description: Handles updating manager when a new asset is created

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


description: Called when an internal load handle finishes, handles setting to pending state

code: virtual void OnAssetStateChangeCompleted ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > BoundHandle, FStreamableDelegate WrappedDelegate )


description: Handles updating manager if deleted object is relevant

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


description: Called when object is saved

code: virtual void OnObjectPreSave ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


className: PackageChunkType

description: Type representing a packaging chunk, this is a virtual type that is never loaded off disk

code: static const [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PackageChunkType = FName(TEXT("PackageChunk"));


description: Called after scanning is complete, either from FinishInitialLoading or after the AssetRegistry finishes

code: virtual void PostInitialAssetScan()


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

code: virtual void PostInitProperties()


description: Called immediately after saving the asset registry during cooking

code: virtual void PostSaveAssetRegistry()


description: Called right before PIE starts, will refresh asset directory and can be overriden to preload assets

code: virtual void PreBeginPIE ( bool bStartSimulate )


description:
Preloads data for a set of assets in a specific bundle state, and returns a handle you must keep active. These assets are not officially Loaded, so Unload/ChangeBundleState will not affect them and if you release the handle without otherwise loading the assets they will be freed.
Streamable Handle that must be stored to keep the preloaded assets from being freed

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > PreloadPrimaryAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & AssetsToLoad, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & LoadBundles, bool bLoadRecursive, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority )


description: Called immediately before saving the asset registry during cooking

code: virtual void PreSaveAssetRegistry ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InCookedPackages )


className: PrimaryAssetLabelType

description: Asset Type of Label used to tag other assets

code: static const [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetLabelType = FName(TEXT("PrimaryAssetLabel"));


description: Call before many calls to ScanPaths to improve load performance. Match each call withPopBulkScanning().

code: void PushBulkScanning()


description: Rebuilds the ObjectReferenceList, needed after global object state has changed


description: This will expand out references in the passed in AssetBundleData that are pointing to other primary assets with bundles. This is useful to preload entire webs of assets

code: virtual void RecursivelyExpandBundleData ( [FAssetBundleData](API\Runtime\CoreUObject\AssetRegistry\FAssetBundleData) & BundleData ) const


description: Refreshes cache of asset data for in memory object

code: virtual void RefreshAssetData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ChangedObject )


description: Refresh the entire set of asset data, can call from editor when things have changed dramatically. Will only refresh if force is true or it thinks something has changed

code: virtual void RefreshPrimaryAssetDirectory ( bool bForceRefresh )


description: Manually register a new or updated primary asset, returns true if it was successful

code: virtual bool RegisterSpecificPrimaryAsset ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & NewAssetData )


description: Call to register a callback executed when a new asset search root is added, can be used to scan for new assets

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) Register_OnAddedAssetSearchRoot ( FOnAddedAssetSearchRoot::FDelegate && Delegate )


description: Resets all asset manager data, called in the editor to reinitialize the config

code: virtual void ReinitializeFromConfig()


description: Try to remove an old asset identifier when it has been deleted/renamed

code: virtual void RemovePrimaryAssetId ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId )


code: virtual void RemovePrimaryAssetType ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType )


code: virtual void RemoveScanPathsForPrimaryAssets ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths, [UClass](API\Runtime\CoreUObject\UObject\UClass) * BaseClass, bool bHasBlueprintClasses, bool bIsEditorOnly )


description: Helper function which requests the asset registery scan a list of directories/assets

code: virtual void ScanPathsSynchronous ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & PathsToScan ) const


description:
Scans a list of paths and reads asset data for all primary assets of a specific type. If done in the editor it will load the data off disk, in cooked games it will load out of the asset registry cache
Number of primary assets found

code: virtual int32 ScanPathsForPrimaryAssets ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Paths, [UClass](API\Runtime\CoreUObject\UObject\UClass) * BaseClass, bool bHasBlueprintClasses, bool bIsEditorOnly, bool bForceSynchronousScan )


description: Single path wrapper

code: virtual int32 ScanPathForPrimaryAssets ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, const [FString](API\Runtime\Core\Containers\FString) & Path, [UClass](API\Runtime\CoreUObject\UObject\UClass) * BaseClass, bool bHasBlueprintClasses, bool bIsEditorOnly, bool bForceSynchronousScan )


description: Called to apply the primary asset rule overrides from config


description: Scans all asset types specified in DefaultGame


description: Helper function to search the asset registry for AssetData matching search rules

code: virtual int32 SearchAssetRegistryPaths ( [TArray](API\Runtime\Core\Containers\TArray)< [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) > & OutAssetDataList, const [FAssetManagerSearchRules](API\Runtime\Engine\Engine\FAssetManagerSearchRules) & Rules ) const


description: Changes the management rules for a specific asset, this overrides the type rules. If passed in Rules is default, delete override

code: virtual void SetPrimaryAssetRulesExplicitly ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId, const [FPrimaryAssetRulesExplicitOverride](API\Runtime\Engine\Engine\FPrimaryAssetRulesExplicitOverri-) & ExplicitRules )


code: virtual void SetPrimaryAssetRules ( [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) PrimaryAssetId, const [FPrimaryAssetRules](API\Runtime\Engine\Engine\FPrimaryAssetRules) & Rules )


description: Changes the default management rules for a specified type

code: virtual void SetPrimaryAssetTypeRules ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType, const [FPrimaryAssetRules](API\Runtime\Engine\Engine\FPrimaryAssetRules) & Rules )


description: Returns whether or not a specificUPackageshould be cooked for the provied TargetPlatform

code: virtual bool ShouldCookForPlatform ( const [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Filter function that is called from SearchAssetRegistryPaths, returns true if asset data should be included in search results

code: virtual bool ShouldIncludeInAssetSearch ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & AssetData, const [FAssetManagerSearchRules](API\Runtime\Engine\Engine\FAssetManagerSearchRules) & SearchRules ) const


description: Returns true if the specified TypeInfo should be scanned. Can be overridden by the game

code: virtual bool ShouldScanPrimaryAssetType ( [FPrimaryAssetTypeInfo](API\Runtime\Engine\Engine\FPrimaryAssetTypeInfo) & TypeInfo ) const


description: Function used during creating Management references to decide when to recurse and set references

code: virtual [EAssetSetManagerResult::Type](API\Runtime\CoreUObject\Misc\EAssetSetManagerResult__Type) ShouldSetManager ( const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & Manager, const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & Source, const [FAssetIdentifier](API\Runtime\CoreUObject\AssetRegistry\FAssetIdentifier) & Target, [UE::AssetRegistry::EDependencyCategory](API\Runtime\CoreUObject\Misc\UE__AssetRegistry__EDependencyCa-) Category, [UE::AssetRegistry::EDependencyProperty](API\Runtime\CoreUObject\Misc\UE__AssetRegistry__EDependencyPr-) Properties, [EAssetSetManagerFlags::Type](API\Runtime\CoreUObject\Misc\EAssetSetManagerFlags__Type) Flags ) const


description: Should only be called fromPushBulkScanning()and override

code: virtual void StartBulkScanning()


description: Starts initial load, gets called from InitializeObjectReferences

code: virtual void StartInitialLoading()


description: Should only be called fromPopBulkScanning()and override

code: virtual void StopBulkScanning()


description: Updates the asset data cached on the name data; returns false if the asset is not a valid primary asset.

code: virtual bool TryUpdateCachedAssetData ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & NewAssetData, bool bAllowDuplicates )


description: Single asset wrapper

code: virtual int32 UnloadPrimaryAsset ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & AssetToUnload )


description:
Unloads a list of Primary Assets that were previously Loaded. If the only thing keeping these assets in memory was a prior Load call, they will be freed.
Number of assets unloaded

code: virtual int32 UnloadPrimaryAssets ( const [TArray](API\Runtime\Core\Containers\TArray)< [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) > & AssetsToUnload )


description: Loads all assets of a given type, useful for cooking

code: virtual int32 UnloadPrimaryAssetsWithType ( [FPrimaryAssetType](API\Runtime\CoreUObject\UObject\FPrimaryAssetType) PrimaryAssetType )


description: Unregister previously added callback

code: void Unregister_OnAddedAssetSearchRoot ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) DelegateHandle )


description: Updates the asset management database if needed

code: virtual void UpdateManagementDatabase ( bool bForceRefresh )


description: Returns true if the specified asset package can be cooked, will error and return false if it is disallowed

code: virtual bool VerifyCanCookPackage ( [UE::Cook::ICookInfo](API\Runtime\CoreUObject\UObject\ICookInfo) * CookInfo, [FName](API\Runtime\Core\UObject\FName) PackageName, bool bLogError ) const


description: Warn about this primary asset id being missing, but only if this is the first time this session

code: virtual void WarnAboutInvalidPrimaryAsset ( const [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) & PrimaryAssetId, const [FString](API\Runtime\Core\Containers\FString) & Message ) const


description: Helper function to write out asset reports

code: virtual bool WriteCustomReport ( [FString](API\Runtime\Core\Containers\FString) FileName, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & FileLines ) const


description: Constructor

code: UAssetManager()


className: UAssetManager

description: A singletonUObjectthat is responsible for loading and unloading PrimaryAssets, and maintaining game-specific asset references Games should override this class and change the class reference

code: class UAssetManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

AddedAssetSearchRoots

type: TArray<FString...

description: List of dynamic asset search roots added past startup

AllAssetSearchRoots

description: All asset search roots including startup ones

AlreadyScannedDirectories

description: List of directories that have already been synchronously scanned

AssetPathMap

type: TMap<FSoftObje...

description: Map from object path to Primary Asset Id

AssetRuleOverrides

type: TMap<FPrimaryA...

description: Overridden asset management data for specific types

bHasCompletedInitialScan

type: bool

description: True if we have passed the initial asset registry/type scan

bIncludeOnlyOnDiskAssets

description: True if only on-disk assets should be searched by the asset registry

bIsGlobalAsyncScanEnvironment

description: True if we are running a build that is already scanning assets globally so we can perhaps avoid scanning paths synchronously

bIsLoadingFromPakFiles

description: True if we are loading from pak files

bIsManagementDatabaseCurrent

description: True if the asset management database is up to date

bIsPrimaryAssetDirectoryCurrent

description: True if asset data is current, if false it will need to rescan before PIE

bOnlyCookProductionAssets

description: If true, DevelopmentCook assets will error when they are cooked

bShouldAcquireMissingChunksOnLoad

description: True if the chunk install interface should be queries before loading assets

bShouldGuessTypeAndName

description: True if PrimaryAssetType/Name will be implied for loading assets that don't have it saved on disk.

bShouldUseSynchronousLoad

description: True if we should always use synchronous loads, this speeds up cooking

bTargetPlatformsAllowDevelopmentObjects

description: Suppresses bOnlyCookProductionAssets based on the AllowsDevelopmentObjects() property of the TargetPlatforms being cooked.

bUpdateManagementDatabaseAfterScan

description: True if the asset management database should be updated after scan completes

CachedAssetBundles

description: Cached map of asset bundles, global and per primary asset

CachedChunkMap

type: TMap< int32,FA...

description: Cached map of chunk ids to lists of assets in that chunk

ChunkInstallDelegateHandle

type: FDelegateHandle

description: Delegate bound to chunk install

ManagementParentMap

description: Map from PrimaryAssetId to list of PrimaryAssetIds that are the parent of this one, for determining chunking/cooking

NumberOfSpawnedNotifications

description: Number of notifications seen in this update

NumBulkScanRequests

description: >0 if we are currently in bulk scanning mode

ObjectReferenceList

type: TArray<TObject...

description: List of UObjects that are being kept from being GCd, derived from the asset type map.

OnAddedAssetSearchRootDelegate

type: FOnAddedAssetSe...

description: Delegate called when a new asset search root is registered

PendingChunkInstalls

type: TArray<FPendin...

description: List of chunk installs that are being waited for

PrimaryAssetEncryptionKeyCache

description: Cache of encryption keys used by each primary asset

PrimaryAssetIdRedirects

type: TMap<FString, ...

PrimaryAssetStateBeforePIE

description: Copy of the asset state before PIE was entered, return to that when PIE completes

PrimaryAssetTypeRedirects

type: TMap<FName,FN...

description: Redirector maps loaded out of AssetMigrations.ini

StreamableManager

type: FStreamableMana...

description: The streamable manager used for all primary asset loading

WarningInvalidAssets

type: TSet<FPrimaryA...

description: List of assets we have warned about being missing


description: UObjectinterface

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


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

code: virtual void PostInitProperties()


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

code: virtual void PostReloadConfig ( class [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyThatWasLoaded )


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

code: virtual void PreEditChange ( [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * PropertyAboutToChange )


className: UAssetManagerSettings

description: Settings for the Asset Management framework, which can be used to discover, load, and audit game-specific asset types

code: class UAssetManagerSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

AssetPathRedirects

type: TArray<FAssetM...

description: Redirect from /game/assetpath to /game/assetpathnew

bOnlyCookProductionAssets

description: If true, DevelopmentCook assets will error when they are cooked, you should enable this on production branches

bShouldAcquireMissingChunksOnLoad

description: If true, this will query the platform chunk install interface to request missing chunks for any requested primary asset loads

bShouldGuessTypeAndNameInEditor

description: If true, PrimaryAsset Type/Name will be implied for assets in the editor even if bShouldManagerDetermineTypeAndName is false.

bShouldManagerDetermineTypeAndName

description: If true, the asset manager will determine the type and name for Primary Assets that do not implement GetPrimaryAssetId, by calling DeterminePrimaryAssetIdForObject and using the ini settings.

bShouldWarnAboutInvalidAssets

description: If true, the asset manager will warn when it is told to load or do something with assets it does not know about

CustomPrimaryAssetRules

type: TArray<FPrimar...

description: List of game-specific asset rule overrides for types, this will not do anything by default

DirectoriesToExclude

type: TArray<FDirect...

description: List of directories to exclude from scanning for Primary Assets, useful to exclude test assets

MetaDataTagsForAssetRegistry

type: TSet<FName>

description: The metadata tags to be transferred to the Asset Registry.

PrimaryAssetIdRedirects

description: Redirect from Type:Name to Type:NameNew

PrimaryAssetRules

description: List of specific asset rule overrides

PrimaryAssetTypeRedirects

description: Redirect from Type to TypeNew

PrimaryAssetTypesToScan

description: List of asset types to scan at startup


description: Used for debuggingUAssetUserDatadata in editor

code: virtual void Draw ( class [FPrimitiveDrawInterface](API\Runtime\Engine\FPrimitiveDrawInterface) * PDI, const class [FSceneView](API\Runtime\Engine\FSceneView) * View ) const


description: Called when the owner object is modified

code: virtual void PostEditChangeOwner()


code: UAssetUserData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UAssetUserData

description: Object that can be subclassed to store custom data on Unreal asset objects.

code: class UAssetUserData : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


description:
Registers the given actor if it has the bAutoDestroyWhenFinished flag set
True if actor registered

code: bool RegisterActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRegister )


description: Update any Actors that have bAutoDestroyWhenFinished set to true. If the actor should be destroyed, then destroy it and it's components

code: virtual void Tick ( float DeltaTime )


description:
Remove this actor from the array of actors to poll with this subsystem
True if this actor was removed

code: bool UnregisterActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToRemove )


className: UAutoDestroySubsystem

description: The Auto destroy subsystem manages actors who have bAutoDestroyWhenFinished set as true. This ensures that even actors who do not have Tick enabled get properly destroyed, as well as decouple this behavior fromAActor::Tick

code: class UAutoDestroySubsystem : public [UTickableWorldSubsystem](API\Runtime\Engine\Subsystems\UTickableWorldSubsystem)


description: Dummy class needed to support Cast(Object)

code: UBlendableInterface ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlendableInterface

description: Dummy class needed to support Cast(Object).

code: class UBlendableInterface : public [UInterface](API\Runtime\CoreUObject\UObject\UInterface)


description: Adds given extension, broadcasting on add.

code: int32 AddExtension ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension) > & InExtension )


description: Returns true if this blueprints allows the given function to be overridden

code: virtual bool AllowFunctionOverride ( const [UFunction](API\Runtime\CoreUObject\UObject\UFunction) *const InFunction ) const


description: true if the blueprint supports event binding for multicast delegates

code: virtual bool AllowsDynamicBinding() const


description: Allows derived blueprints to require compilation on load, otherwise they may get treated as data only and not compiled on load.

code: virtual bool AlwaysCompileOnLoad() const


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

code: virtual void BeginCacheForCookedPlatformData ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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: This should NOT be public

code: void BroadcastChanged()


description: Some Blueprints (and classes) can recompile while we are debugging a live session (play in editor). This function controls whether this can always occur. There are also editor preferences and project settings that can be used to opt-in other classes even when this returns false

code: virtual bool CanAlwaysRecompileWhilePlayingInEditor() const


description: Returns true if the blueprint can import a given InClipboardText. If this return false the default BP functionality will be used.

code: virtual bool CanImportGraphFromText ( const [FString](API\Runtime\Core\Containers\FString) & InClipboardText )


description: Deprecated* CanRecompileWhilePlayingInEditor was renamed to CanAlwaysRecompileWhilePlayingInEditor to better explain usage.


description: Clear all cached cooked platform data


description: Clears out any editor data regarding a blueprint class, this can be called when you want to unload a blueprint

code: virtual void ClearEditorReferences()


description: Updates the blueprint's OwnedComponents, such that they reflect changes made natively since the blueprint was last saved (a change in AttachParents, etc.)

code: void ConformNativeComponents()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


description: Copies a given graph into a text buffer. Returns true if successful.

code: virtual bool ExportGraphToText ( [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * InEdGraph, [FString](API\Runtime\Core\Containers\FString) & OutText )


className: FChangedEvent

description: Broadcasts a notification whenever the blueprint has changed.

code: class FChangedEvent : public TBaseMulticastDelegate_OneParam< void, class UBlueprint * >


className: FCompiledEvent

code: class FCompiledEvent : public TBaseMulticastDelegate_OneParam< void, class UBlueprint * >


description: Does not recurse into parents.

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) FindBlueprintPropertyGuidFromName ( const [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


description: Does not recurse into parents.

code: virtual [FName](API\Runtime\Core\UObject\FName) FindBlueprintPropertyNameFromGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & PropertyGuid ) const


description:
Fills in a list of differences between this blueprint and another blueprint. Default blueprints are handled bySBlueprintDiff, this should be overridden for specific blueprint types.
True if these blueprints were checked for specific differences, false if they are not comparable

code: virtual bool FindDiffs ( const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * OtherBlueprint, [FDiffResults](API\Runtime\Engine\FDiffResults) & Results ) const


description: Find the object in the TemplateObjects array with the supplied name

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindTemplateByName ( const [FName](API\Runtime\Core\UObject\FName) & TemplateName ) const


description: Find a timeline by name

code: const [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * FindTimelineTemplateByVariableName ( const [FName](API\Runtime\Core\UObject\FName) & TimelineName ) const


description: Find a timeline by name

code: [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * FindTimelineTemplateByVariableName ( const [FName](API\Runtime\Core\UObject\FName) & TimelineName )


className: FOnExtensionAdded

code: typedef TMulticastDelegate_OneParam< void, [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension) * > FOnExtensionAdded


className: FOnExtensionRemoved

code: typedef TMulticastDelegate_OneParam< void, [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension) * > FOnExtensionRemoved


className: FOnSetObjectBeingDebugged

description: Delegate called when the debug object is set

code: class FOnSetObjectBeingDebugged : public TBaseMulticastDelegate_OneParam< void, UObject * >


code: static void ForceLoadMembers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, const [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * InBlueprint )


code: static void ForceLoadMembers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


code: static void ForceLoadMetaData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Collect blueprints that depend on this blueprint.

code: virtual void GatherDependencies ( [TSet](API\Runtime\Core\Containers\TSet)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) >> & InDependencies ) const


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

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


description: Get all graphs in this blueprint

code: void GetAllGraphs ( [TArray](API\Runtime\Core\Containers\TArray)< [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * > & Graphs ) const


code: void GetBlueprintCDONames ( [FName](API\Runtime\Core\UObject\FName) & GeneratedClassName, [FName](API\Runtime\Core\UObject\FName) & SkeletonClassName, [FName](API\Runtime\Core\UObject\FName) NameOverride ) const


description: Gets the class generated when this blueprint is compiled.

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintClass() const


code: void GetBlueprintClassNames ( [FName](API\Runtime\Core\UObject\FName) & GeneratedClassName, [FName](API\Runtime\Core\UObject\FName) & SkeletonClassName, [FName](API\Runtime\Core\UObject\FName) NameOverride ) const


description: Get the Blueprint object that generated the supplied class

code: static [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprintFromClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: static bool ForceLoad ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj )


description:
Gets an array of all blueprints used to generate this class and its parents. 0th elements is the BP used to generate InClass
true if there were no status errors in any of the parent blueprints, otherwise false

code: static bool GetBlueprintHierarchyFromClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * > & OutBlueprintParents )


description:
Gets an array of all BPGCs used to generate this class and its parents. 0th elements is the BPGC used to generate InClass
true if there were no status errors in any of the parent blueprints, otherwise false

code: static bool GetBlueprintHierarchyFromClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TArray](API\Runtime\Core\Containers\TArray)< [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * > & OutBlueprintParents )


description:
Gets an array of all IBlueprintPropertyGuidProviders for this class and its parents. 0th elements is theIBlueprintPropertyGuidProviderfor InClass
true if there were no status errors in any of the parent blueprints, otherwise false

code: static bool GetBlueprintHierarchyFromClass &40; const UClass &42; InClass, TArray< IBlueprintPropertyGuidProvider &42; > & OutBlueprintParents &41;


description: Gets the current blueprint system version. Note- incrementing this version will invalidate ALL existing blueprints!


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


description: Temporary interim solution to gather asset registry data at save time only. Can depend on the target platform being saved for.

code: virtual void GetExtendedAssetRegistryTagsForSave ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags ) const


description: Gives const access to extensions.

code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension) > > GetExtensions() const


code: template<> [FName](API\Runtime\Core\UObject\FName) GetFieldNameFromClassByGuid ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FGuid](API\Runtime\Core\Misc\FGuid) FunctionGuid )


code: template<class TFieldType> static [FName](API\Runtime\Core\UObject\FName) GetFieldNameFromClassByGuid ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FGuid](API\Runtime\Core\Misc\FGuid) VarGuid )


description: the user-friendly name of the blueprint

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


code: static bool GetFunctionGuidFromClassByFieldName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) FunctionName, [FGuid](API\Runtime\Core\Misc\FGuid) & FunctionGuid )


code: static [FName](API\Runtime\Core\UObject\FName) GetFunctionNameFromClassByGuid ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FGuid](API\Runtime\Core\Misc\FGuid) FunctionGuid )


code: template<> bool GetGuidFromClassByFieldName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) FunctionName, [FGuid](API\Runtime\Core\Misc\FGuid) & FunctionGuid )


code: [UInheritableComponentHandler](API\Runtime\Engine\Engine\UInheritableComponentHandler) * GetInheritableComponentHandler ( bool bCreateIfNecessary )


code: template<class TFieldType> static bool GetGuidFromClassByFieldName ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, const [FName](API\Runtime\Core\UObject\FName) VarName, [FGuid](API\Runtime\Core\Misc\FGuid) & VarGuid )


description: Allow each blueprint instance to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetInstanceActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetBlueprintParentClassFromAssetTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & BlueprintAsset )


description: Gets the last edited uber graph. If no graph was found in the last edited document set, the first ubergraph is returned. If there are no ubergraphs nullptr is returned.

code: [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * GetLastEditedUberGraph() const


description: the current object being debugged, which can be nullptr

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectBeingDebugged ( EGetObjectOrWorldBeingDebuggedFlags InFlags ) const


description: path to object that should be debugged next, may be inside a nonexistent world

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


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


description: Returns an Type:Name pair representing the PrimaryAssetId for this object. Assets that need to be globally referenced at runtime should return a valid Identifier. If this is valid, the object can be referenced by identifier using the AssetManager

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetId() const


code: virtual void GetReparentingRules ( [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & AllowedChildrenOfClasses, [TSet](API\Runtime\Core\Containers\TSet)< const [UClass](API\Runtime\CoreUObject\UObject\UClass) * > & DisallowedChildrenOfClasses ) const


description: Find a function given its name and optionally an object property name within this Blueprint

code: ETimelineSigType GetTimelineSignatureForFunctionByName ( const [FName](API\Runtime\Core\UObject\FName) & FunctionName, const [FName](API\Runtime\Core\UObject\FName) & ObjectPropertyName )


description: Allow each blueprint type (AnimBlueprint or ControlRigBlueprint) to add specific UBlueprintNodeSpawners pertaining to the sub-class type. Serves as an extensible way for new nodes, and game module nodes to add themselves to context menus.

code: virtual void GetTypeActions ( [FBlueprintActionDatabaseRegistrar](API\Editor\BlueprintGraph\FBlueprintActionDatabaseRegistra-) & ActionRegistrar ) const


description: the current world being debugged, which can be nullptr

code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorldBeingDebugged ( EGetObjectOrWorldBeingDebuggedFlags InFlags ) const


description:
Called during saving to determine if the object's references are used in game even when the object itself is never loaded outside the editor (because e.g. its references are followed during cooking)
true if this object's references should be marked as used in game even when the object is editoronly

code: virtual bool HasNonEditorOnlyReferences() const


description: Returns true if the class hierarchy is error free

code: static bool IsBlueprintHierarchyErrorFree ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


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

code: virtual bool IsCachedCookedPlatformDataLoaded ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


description: Returns Valid if this object has data validation rules set up for it and the data for this object is valid. Returns Invalid if it does not pass the rules. Returns NotValidated if no rules are set for this object.

code: virtual EDataValidationResult IsDataValid ( class [FDataValidationContext](API\Runtime\CoreUObject\Misc\FDataValidationContext) & Context ) const


description: Whether or not this blueprint can be considered for a bytecode only compile

code: virtual bool IsValidForBytecodeOnlyRecompile() const


description: Blueprint can choose to load specific modules for compilation. Children are expected to call base implementation.


code: template<typename... ArgTypes> void Message_Error ( const [FString](API\Runtime\Core\Containers\FString) & MessageToLog, ArgTypes... Args )


description: Sends a message to the CurrentMessageLog, if there is one available. Otherwise, defaults to logging to the normal channels. Should use this for node and blueprint actions that happen during compilation!

code: template<typename... ArgTypes> void Message_Note ( const [FString](API\Runtime\Core\Containers\FString) & MessageToLog, ArgTypes... Args )


code: template<typename... ArgTypes> void Message_Warn ( const [FString](API\Runtime\Core\Containers\FString) & MessageToLog, ArgTypes... Args )


description:
Note that the object will be modified. If we are currently recording into the transaction buffer (undo/redo), save a copy of this object into the buffer and marks the package as needing to be saved.
true if the object was saved to the transaction buffer

code: virtual bool Modify ( bool bAlwaysMarkDirty )


description:
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. If false, this object will still get loaded if NeedsLoadForServer/Client are true
true if this object should always be loaded for games running in editor builds

code: virtual bool NeedsLoadForEditorGame() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description: Notify the blueprint when a graph is renamed to allow for additional fixups.

code: virtual void NotifyGraphRenamed ( class [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) * Graph, [FName](API\Runtime\Core\UObject\FName) OldName, [FName](API\Runtime\Core\UObject\FName) NewName )


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: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description:
Performs fixup on loaded asset registry data. This function is called from inside the AssetRegistry CriticalSection. DO NOT CALL ASSETREGISTRY FUNCTIONS FROM THIS FUNCTION, IT WILL DEADLOCK. Note that this function is only called on Class Default Objects where the actual object instance data used to generate the asset data is not available.
Pointer to new asset data after fixup or nullptr if no fixup was required

code: virtual void PostLoadAssetRegistryTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTagsAndValuesToUpdate ) const


code: static void PostLoadBlueprintAssetRegistryTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTagsAndValuesToUpdate )


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: Deprecated* Use version that takesFObjectPreSaveContextinstead.

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


description:
Called on the target when a class is loaded with ClassGeneratedBy is loaded. Should regenerate the class if needed, and return the updated class
Updated instance of the class, if needed, or NULL if no regeneration was necessary

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * RegenerateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToRegenerate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreviousCDO )


description: Removes all extensions matching the predicate, broadcasting on remove if one exists.

code: template<class PREDICATE_CLASS> PRAGMA_DISABLE_DEPRECATION_WARNINGSint32 RemoveAllExtension ( const PREDICATE_CLASS & Predicate )


description: Removes any child redirectors from the root set and marks them as transient

code: void RemoveChildRedirectors()


description: Removes given extension, broadcasting on remove.

code: int32 RemoveExtension ( const [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UBlueprintExtension](API\Runtime\Engine\Blueprint\UBlueprintExtension) > & InExtension )


description: Consigns the GeneratedClass and the SkeletonGeneratedClass to oblivion, and nulls their references

code: void RemoveGeneratedClasses()


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

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


description: Renames only the generated classes. Should only be used internally or when testing for rename.

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


description: Checks all nodes in all graphs to see if they should be replaced by other nodes

code: virtual void ReplaceDeprecatedNodes()


code: virtual bool RequiresForceLoadMembers ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject ) const


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

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


description: Sets the current object being debugged

code: virtual void SetObjectBeingDebugged ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewObject )


code: virtual void SetWorldBeingDebugged ( [UWorld](API\Runtime\Engine\Engine\UWorld) * NewWorld )


code: bool ShouldCookPropertyGuids() const


description: Returns true if this blueprint should be marked dirty upon a transaction

code: virtual bool ShouldBeMarkedDirtyUponTransaction() const


description: Should the generic blueprint factory work for this blueprint?

code: virtual bool SupportedByDefaultBlueprintFactory() const


description: Returns true if this blueprint supports animation layers

code: virtual bool SupportsAnimLayers() const


description: Returns true if this blueprint supports delegates

code: virtual bool SupportsDelegates() const


description: Returns true if this blueprint supports event graphs

code: virtual bool SupportsEventGraphs() const


description: Returns true if this blueprint supports functions

code: virtual bool SupportsFunctions() const


description: Returns true if this blueprint supports global variables

code: virtual bool SupportsGlobalVariables() const


description: true if the blueprint supports event binding for input events

code: virtual bool SupportsInputEvents() const


code: virtual bool SupportsLocalVariables() const


description: Returns true if this blueprint supports macros

code: virtual bool SupportsMacros() const


description: Check whether this blueprint can be nativized or not

code: virtual bool SupportsNativization ( [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


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

code: virtual void TagSubobjects ( EObjectFlags NewFlags )


description: Returns a new ed graph if the blueprint's specialization imported a graph based on a clipboard text content an nullptr if that's not successful.

code: virtual bool TryImportGraphFromText ( const [FString](API\Runtime\Core\Containers\FString) & InClipboardText, [UEdGraph](API\Runtime\Engine\EdGraph\UEdGraph) ** OutGraphPtr )


description: Clears the current object being debugged because it is gone, but do not reset the saved information


code: static bool ValidateGeneratedClass ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass )


code: UBlueprint ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlueprint

description: This is intentionally marked 'duplicatetransient' so that it won't carry over to a duplicated Blueprint object. The post-duplicate compile path will instead regenerate this set to be relative to the duplicated object. |

code: class UBlueprint : public [UBlueprintCore](API\Runtime\Engine\Engine\UBlueprintCore), public [IBlueprintPropertyGuidProvider](API\Runtime\Engine\Blueprint\IBlueprintPropertyGuidProvider)

bBeingCompiled

type: uint8: 1

description: The blueprint is currently compiled

bCachedDependenciesUpToDate

description: Transient flag that indicates whether or not the internal dependency cache needs to be updated.

bDeprecate

description: Deprecates the Blueprint, marking the generated class with the CLASS_Deprecated flag

bDisplayCompilePIEWarning

description: TRUE to show a warning when attempting to start in PIE and there is a compiler error on this Blueprint

bDuplicatingReadOnly

description: Flag indicating that a read only duplicate of this blueprint is being created, used to disable logic in ::PostDuplicate,

bForceFullEditor

type: uint8:  1

description: Whether to force opening the full (non data-only) editor for this blueprint.

bGenerateAbstractClass

description: Whether or not this blueprint's class is a abstract class or not.

bGenerateConstClass

description: Whether or not this blueprint's class is a const class or not.

bHasBeenRegenerated

description: When the class generated by this blueprint is loaded, it will be recompiled the first time.

bIsNewlyCreated

description: Whether or not this blueprint is newly created, and hasn't been opened in an editor yet

bIsRegeneratingOnLoad

description: State flag to indicate whether or not the Blueprint is currently being regenerated on load

BlueprintCategory

type: FString

description: The category of the Blueprint, used to organize this Blueprint class when displayed in palette windows

BlueprintDescription

description: Shows up in the content browser tooltip when the blueprint is hovered

BlueprintDisplayName

description: Overrides the BP's display name in the editor UI

BlueprintNamespace

description: The namespace of this blueprint (if set, the Blueprint will be treated differently for the context menu)

BlueprintSystemVersion

description: The version of the blueprint system that was used to create this blueprint

BlueprintType

type: TEnumAsByte< en...

description: The type of this blueprint

BookmarkNodes

type: TArray<FBPEdit...

description: Bookmark nodes (for display)

Bookmarks

type: TMap<FGuid, st...

description: Bookmark data

bRecompileOnLoad

description: Whether or not this blueprint should recompile itself on load

bRunConstructionScriptInSequencer

description: Whether or not you want to continuously rerun the construction script for an actor in sequencer

bRunConstructionScriptOnDrag

description: Whether or not you want to continuously rerun the construction script for an actor as you drag it in the editor, or only when the drag operation is complete

CachedDependencies

type: TSet<TWeakObje...

description: Set of blueprints that we reference - i.e. blueprints that we have some kind of reference to (variable of that blueprints type or function call


description: Generates a new blueprint Guid, used when creating new blueprints

code: void GenerateNewGuid()


description: Gets the Blueprint Guid

code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetBlueprintGuid() const


code: UBlueprintCore ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


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

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


className: UBlueprintCore

code: class UBlueprintCore : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bLegacyNeedToPurgeSkelRefs

type: bool

description: BackCompat: Whether or not we need to purge references in this blueprint to the skeleton generated during compile-on-load

GeneratedClass

type: TSubclassOf< cl...

description: Pointer to the 'most recent' fully generated class

SkeletonGeneratedClass

description: Pointer to the skeleton class; this is regenerated any time a member variable or function is added but is usually incomplete (no code or hidden autogenerated variables are added to it)


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


description: Returns if we have access to property guids

code: virtual bool ArePropertyGuidsAvailable() const


description: Find the class's native constructor.

code: virtual void Bind()


description: Internal helper method used to recursively build a custom property list from an array property used for post-construct initialization.

code: bool BuildCustomArrayPropertyListForPostConstruction ( [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) *& InPropertyList, const uint8 * DataPtr, const uint8 * DefaultDataPtr, int32 StartIndex )


description: Internal helper method used to recursively build the custom property list that's used for post-construct initialization.

code: bool BuildCustomPropertyListForPostConstruction ( [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) *& InPropertyList, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const uint8 * DataPtr, const uint8 * DefaultDataPtr )


description:
Called after load to determine if the object can be a cluster root
true if this object can be a cluster root

code: virtual bool CanBeClusterRoot() const


description: Check for and handle manual application of default value overrides to component subobjects that were inherited from a nativized parent class

code: static void CheckAndApplyComponentTemplateOverrides ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InClassDefaultObject )


description: Conditionally recompiles the class after loading, in case any dependencies were also newly loaded

code: virtual void ConditionalRecompileClass ( [FUObjectSerializeContext](API\Runtime\CoreUObject\UObject\FUObjectSerializeContext) * InLoadContext )


description: Called either prior to generating the CDO (compile-on-load) or after loading the CDO.

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


description: Bind functions on supplied actor to delegates

code: static void BindDynamicDelegates ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ThisClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance )


description: Create Timeline objects for this Actor based on the Timelines array

code: static void CreateComponentsForActor ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ThisClass, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


description: Creates memory to store temporary data

code: virtual void CreatePersistentUberGraphFrame ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool bCreateOnlyIfEmpty, bool bSkipSuperClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * OldClass ) const


code: static void CreateTimelineComponent ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [UTimelineTemplate](API\Runtime\Engine\Engine\UTimelineTemplate) * TimelineTemplate )


description: Clears memory to store temporary data

code: virtual void DestroyPersistentUberGraphFrame ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, bool bSkipSuperClass ) const


className: FEditorTags

code: typedef [TSortedMap](API\Runtime\Core\Containers\TSortedMap)< [FName](API\Runtime\Core\UObject\FName), [FString](API\Runtime\Core\Containers\FString), FDefaultAllocator, [FNameFastLess](API\Runtime\Core\UObject\FNameFastLess) > FEditorTags


description: Finds the object that is used as the parent object when serializing properties, overridden for blueprints

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * FindArchetype ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ArchetypeClass, const [FName](API\Runtime\Core\UObject\FName) ArchetypeName ) const


description: Does not recurse into parents.

code: virtual [FName](API\Runtime\Core\UObject\FName) FindBlueprintPropertyNameFromGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & PropertyGuid ) const


description: Find the object in the TemplateObjects array with the supplied name

code: [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * FindComponentTemplateByName ( const [FName](API\Runtime\Core\UObject\FName) & TemplateName ) const


description: Does not recurse into parents.

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) FindBlueprintPropertyGuidFromName ( const [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


description: Find property guid

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) FindPropertyGuidFromName ( const [FName](API\Runtime\Core\UObject\FName) InName ) const


description: Returns the property name from the guid

code: virtual [FName](API\Runtime\Core\UObject\FName) FindPropertyNameFromGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & PropertyGuid ) const


description: Called by theUE::FieldNotification::IClassDescriptor.

code: void ForEachFieldNotify ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(::[UE::FieldNotification::FFieldId](API\Runtime\FieldNotification\FFieldId) FieldId)> Callback, bool bIncludeSuper ) const


description:
Iterate over all BPGCs used to generate this class and its parents, calling InFunc on them. First element is the BPGC used to generate InClass
true if there were no status errors in any of the parent blueprints, otherwise false

code: static bool ForEachGeneratedClassInHierarchy ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) *)> InFunc )


description: Returns archetype object for CDO

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


description: Gathers a list of asset registry searchable tags which are name/value pairs with some type information This only needs to be implemented for asset objects

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


description:
If there are potentially multiple versions of this class (e.g. blueprint generated classes), this function will return the authoritative version, which should be used for references
The version of this class that references should be stored to

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


code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UClassCookedMetaData](API\Runtime\Engine\UClassCookedMetaData) > GetCookedMetaDataClass() const


description: Returns a linked list of properties with default values that differ from the parent default object. If non-NULL, only these properties will be copied post-construction. Otherwise, all properties will be copied to the new instance, even if the default value matches the inherited default value.

code: const [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) * GetCustomPropertyListForPostConstruction() const


description: Returns all objects that should be preloaded before the class default object is serialized at load time. Only used by the EDL.

code: virtual void GetDefaultObjectPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


description: Finds the desired dynamic binding object for this blueprint generated class.

code: static [UDynamicBlueprintBinding](API\Runtime\Engine\Engine\UDynamicBlueprintBinding) * GetDynamicBindingObject ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ThisClass, [UClass](API\Runtime\CoreUObject\UObject\UClass) * BindingClass )


description:
Gets an array of all BPGeneratedClasses (including InClass as 0th element) parents of given generated class
true if there were no status errors in any of the parent blueprints, otherwise false

code: static bool GetGeneratedClassesHierarchy ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass, [TArray](API\Runtime\Core\Containers\TArray)< const [UBlueprintGeneratedClass](API\Runtime\Engine\Engine\UBlueprintGeneratedClass) * > & OutBPGClasses )


code: [UInheritableComponentHandler](API\Runtime\Engine\Engine\UInheritableComponentHandler) * GetInheritableComponentHandler ( const bool bCreateIfNecessary )


description: Called to gather blueprint replicated properties

code: virtual void GetLifetimeBlueprintReplicationList ( [TArray](API\Runtime\Core\Containers\TArray)< class [FLifetimeProperty](API\Runtime\CoreUObject\UObject\FLifetimeProperty) > & OutLifetimeProps ) const


description: Returns memory used to store temporary data on an instance, used by blueprints

code: virtual uint8 * GetPersistentUberGraphFrame ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Obj, [UFunction](API\Runtime\CoreUObject\UObject\UFunction) * FuncToCheck ) const


description: Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.

code: virtual void GetPreloadDependencies ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & OutDeps )


description: Returns an Type:Name pair representing the PrimaryAssetId for this object. Assets that need to be globally referenced at runtime should return a valid Identifier. If this is valid, the object can be referenced by identifier using the AssetManager

code: virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) GetPrimaryAssetId() const


description: Helper method to assist with initializing from an array property with an explicit item list.

code: static void InitArrayPropertyFromCustomList ( const [FArrayProperty](API\Runtime\CoreUObject\UObject\FArrayProperty) * ArrayProperty, const [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) * InPropertyList, uint8 * DataPtr, const uint8 * DefaultDataPtr )


description: Helper method to assist with initializing object properties from an explicit list.

code: static void InitPropertiesFromCustomList ( const [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) * InPropertyList, [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, uint8 * DataPtr, const uint8 * DefaultDataPtr )


code: virtual void InitPropertiesFromCustomList ( uint8 * DataPtr, const uint8 * DefaultDataPtr )


description:
Helper method to assist with initializing a property from sub property list
true if the method was able to copy the property successfully via the sub custom property list

code: static bool InitPropertyFromSubPropertyList ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * Property, const [FCustomPropertyListNode](API\Runtime\CoreUObject\UObject\FCustomPropertyListNode) * SubPropertyList, uint8 * PropertyValue, const uint8 * DefaultPropertyValue )


description: Returns true if this object is considered an asset.

code: virtual bool IsAsset() const


description:
Determines if the specified function has been implemented in a Blueprint
True if the specified function exists and is implemented in a blueprint generated class

code: virtual bool IsFunctionImplementedInScript ( [FName](API\Runtime\Core\UObject\FName) InFunctionName ) const


description: Creates the field/property links and gets structure ready for use at runtime

code: virtual void Link ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar, bool bRelinkExistingProperties )


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
true if this object should be loaded on clients

code: virtual bool NeedsLoadForClient() const


description:
Called during saving to include this object in client/servers running in editor builds, even if they wouldn't normally be. If false, this object will still get loaded if NeedsLoadForServer/Client are true
true if this object should always be loaded for games running in editor builds

code: virtual bool NeedsLoadForEditorGame() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() const


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

code: virtual void PostInitProperties()


description: 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:
Performs fixup on loaded asset registry data. This function is called from inside the AssetRegistry CriticalSection. DO NOT CALL ASSETREGISTRY FUNCTIONS FROM THIS FUNCTION, IT WILL DEADLOCK. Note that this function is only called on Class Default Objects where the actual object instance data used to generate the asset data is not available.
Pointer to new asset data after fixup or nullptr if no fixup was required

code: virtual void PostLoadAssetRegistryTags ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData, [TArray](API\Runtime\Core\Containers\TArray)< [FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTagsAndValuesToUpdate ) const


description: Wraps thePostLoad()call for the class default object.

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


description: Called from within SavePackage on the passed in base/root object. This function is called after the package has been saved and can perform cleanup.

code: virtual void PostSaveRoot ( [FObjectPostSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPostSaveRootContext) ObjectSaveContext )


description: Called during serialization to allow the class to stash any sparse class data that needs to be conformed against the archetype once the CDO is available.

code: virtual void PrepareToConformSparseClassData ( [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * SparseClassDataArchetypeStruct )


description: Called from within SavePackage on the passed in base/root object. The return value of this function will be passed to PostSaveRoot. This is used to allow objects used as a base to perform required actions before saving and cleanup afterwards.

code: virtual void PreSaveRoot ( [FObjectPreSaveRootContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveRootContext) ObjectSaveContext )


description:
Purges out the properties of this class in preparation for it to be regenerated
In editor, properties are not freed until DestroyPropertiesPendingDestruction is called.

code: virtual void PurgeClass ( bool bRecompilingOnLoad )


description:
Called on the target when a class is loaded with ClassGeneratedBy is loaded. Should regenerate the class if needed, and return the updated class
Updated instance of the class, if needed, or NULL if no regeneration was necessary

code: virtual [UClass](API\Runtime\CoreUObject\UObject\UClass) * RegenerateClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ClassToRegenerate, [UObject](API\Runtime\CoreUObject\UObject\UObject) * PreviousCDO )


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

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


description:
Serializes the passed in object as this class's default object using the given archive slot
serializes the passed in object as this class's default object using the given archive

code: virtual void SerializeDefaultObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object, [FStructuredArchive::FSlot](API\Runtime\Core\Serialization\FStructuredArchive\FSlot) Slot )


description: Allows class to provide data to the object initializer that can affect how native class subobjects are created.

code: virtual void SetupObjectInitializer ( [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer ) const


description: Unbind functions on supplied actor from delegates tied to a specific property

code: void UnbindDynamicDelegatesForProperty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance, const [FObjectProperty](API\Runtime\CoreUObject\UObject\FObjectProperty) * InObjectProperty )


description: Unbind functions on supplied actor from delegates

code: static void UnbindDynamicDelegates ( const [UClass](API\Runtime\CoreUObject\UObject\UClass) * ThisClass, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InInstance )


description: Called when the custom list of properties used during post-construct initialization needs to be rebuilt (e.g. after serialization and recompilation).


description: Whether or not to use "fast path" component instancing.

code: bool UseFastPathComponentInstancing()


code: UBlueprintGeneratedClass ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBlueprintGeneratedClass

code: class UBlueprintGeneratedClass : public [UClass](API\Runtime\CoreUObject\UObject\UClass), public [IBlueprintPropertyGuidProvider](API\Runtime\Engine\Blueprint\IBlueprintPropertyGuidProvider)

bHasCookedComponentInstancingData

description: Flag used to indicate if this class has data to support the component instancing fast path.

bIsSparseClassDataSerializable

description: Used to check if this class has sparse data that can be serialized.

CalledFunctions

type: TArray<TObject...

ComponentClassOverrides

type: TArray<FBPComp...

description: Array of blueprint overrides of component classes in parent classes

ComponentTemplates

description: Array of component template objects, used by AddComponent function

CookedComponentInstancingData

type: TMap<FName, st...

description: Mapping of changed properties & data to apply when instancing components in a cooked build (one entry per named AddComponent node template for fast lookup at runtime).

CookedPropertyGuids

type: TMap<FName,FG...

description: Property guid map (if any), for use only when this BP is cooked

DebugData

type: FBlueprintDebug...

DynamicBindingObjects

description: Array of objects containing information for dynamically binding delegates to functions in this blueprint

FieldNotifies

type: TArray<FFieldN...

description: The name of the properties with FieldNotify

InheritableComponentHandler

type: TObjectPtr< cla...

description: Stores data to override (in children classes) components (created by SCS) from parent classes

OverridenArchetypeForCDO

type: TObjectPtr<UOb...

PropertyGuids

description: Property guid map

SimpleConstructionScript

description: 'Simple' construction script - graph of components to instance

Timelines

description: Array of templates for timelines that should be created

UberGraphFramePointerProperty

type: FStructProperty...

UberGraphFunction

type: TObjectPtr<UFu...


code: UBookMark ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBookMark

description: A camera position the current level.

code: class UBookMark : public [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase)

HiddenLevels

type: TArray<FString...

description: Array of levels that are hidden

Location

type: FVector

description: Camera position

Rotation

type: FRotator

description: Camera rotation


code: UBookMark2D ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


description: Simple class to store 2D camera information.

code: class UBookMark2D : public [UBookmarkBase](API\Runtime\Engine\Engine\UBookmarkBase)

Location

type: FIntPoint

description: Location of the camera

type: float

description: Zoom of the camera


description: Called when a bookmark is cleared.

code: virtual void OnCleared()


className: UBookmarkBase

description: SeeUBookMark,UBookMark2D, AGameWorldSettings::DefaultBookmarkClass, IBookmarkEditorInteractor.

code: class UBookmarkBase : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual bool BadParameters ( const [FText](API\Runtime\Core\Internationalization\FText) & msg )


description: @ todo document all below

code: virtual void BeginBrush ( bool InMergeCoplanars, [FName](API\Runtime\Core\UObject\FName) InLayer )


description:
Builds the brush shape for the specifiedABrushor the builder brush if Brush is nullptr.
true if the brush shape was updated.

code: virtual bool Build ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )


code: virtual bool EndBrush ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [ABrush](API\Runtime\Engine\Engine\ABrush) * InBrush )


code: virtual int32 GetPolyCount() const


code: virtual FVector GetVertex ( int32 i ) const


code: virtual int32 GetVertexCount() const


code: virtual void Poly3i ( int32 Direction, int32 i, int32 j, int32 k, [FName](API\Runtime\Core\UObject\FName) ItemName, bool bIsTwoSidedNonSolid )


code: virtual void Poly4i ( int32 Direction, int32 i, int32 j, int32 k, int32 l, [FName](API\Runtime\Core\UObject\FName) ItemName, bool bIsTwoSidedNonSolid )


code: virtual void PolyBegin ( int32 Direction, [FName](API\Runtime\Core\UObject\FName) ItemName )


code: virtual int32 Vertex3f ( float X, float Y, float Z )


code: virtual int32 Vertexv ( FVector v )


code: UBrushBuilder ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UBrushBuilder

description: Tips for writing brush builders:

code: class UBrushBuilder : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

BitmapFilename

type: FString

Layer

type: FName

MergeCoplanars

type: uint32: 1

NotifyBadParams

description: If false, disabled the bad param notifications

Polys

type: TArray< struct ...

ToolTip

description: LocalizedFStringthat will be displayed as the name of this brush builder in the editor

Vertices

type: TArray< FVector...


description: Handle when this action is being destroyed to ensure that the action is canceled and child classes can clean up.

code: virtual void BeginDestroy()


description: Cancel an asynchronous action, this attempts to cancel any lower level processes and also prevents delegates from being fired

code: virtual void Cancel()


description: Returns true if this action is still active and has not completed or been cancelled

code: virtual bool IsActive() const


description: Wrapper function to get a timer manager for scheduling callbacks

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


description: Returns true if this action is registered with a valid game instance

code: bool IsRegistered() const


description: This should be called prior to broadcasting delegates back into the event graph, this ensures the action is still valid

code: virtual bool ShouldBroadcastDelegates() const


className: UCancellableAsyncAction

description: Base class for asynchronous actions that can be spawned fromUK2Node_AsyncActionor C++ code. These actions register themselves with the game instance and need to be explicitly canceled or ended normally to go away. The ExposedAsyncProxy metadata specifies the blueprint node will return this object for later canceling.

code: class UCancellableAsyncAction : public [UBlueprintAsyncActionBase](API\Runtime\Engine\Kismet\UBlueprintAsyncActionBase)


description: Applies the current Platform's safe zone to the current Canvas position. Automatically called by Update.

code: void ApplySafeZoneTransform()


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.


description: Calculates the size of the specified string.

code: static void CanvasStringSize ( [FTextSizingParameters](API\Runtime\Engine\FTextSizingParameters) & Parameters, const TCHAR * pText )


description: Constructor for FontRenderInfo

code: [FFontRenderInfo](API\Runtime\Engine\Engine\FFontRenderInfo) CreateFontRenderInfo ( bool bClipText, bool bEnableShadow, [FLinearColor](API\Runtime\Core\Math\FLinearColor) GlowColor, FVector2D GlowOuterRadius, FVector2D GlowInnerRadius )


description: Calculate the length of a string.

code: static void ClippedStrLen ( const [UFont](API\Runtime\Engine\Engine\UFont) * Font, float ScaleX, float ScaleY, int32 & XL, int32 & YL, const TCHAR * Text )


description: Transforms 2D screen coordinates into a 3D world-space origin and direction.

code: void Deproject ( FVector2D ScreenPos, FVector & WorldOrigin, FVector & WorldDirection ) const


description: Draws a graph comparing 2 variables. Useful for visual debugging and tweaking.

code: virtual void DrawDebugGraph ( const [FString](API\Runtime\Core\Containers\FString) & Title, float ValueX, float ValueY, float UL_X, float UL_Y, float W, float H, FVector2D RangeX, FVector2D RangeY )


description: Draw a CanvasItem

code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item )


description: Draw a CanvasIcon at the desired canvas position.

code: void DrawIcon ( [FCanvasIcon](API\Runtime\Engine\Engine\FCanvasIcon) Icon, float X, float Y, float Scale )


description: Draw a CanvasItem at the given coordinates

code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item, const FVector2D & InPosition )


code: void DrawItem ( [FCanvasItem](API\Runtime\Engine\FCanvasItem) & Item, float X, float Y )


description: Draw a scaled CanvasIcon at the desired canvas position.

code: void DrawScaledIcon ( [FCanvasIcon](API\Runtime\Engine\Engine\FCanvasIcon) Icon, float X, float Y, FVector Scale )


description:
Draws a string of text to the screen.
The Y extent of the rendered text.

code: float DrawText ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FString](API\Runtime\Core\Containers\FString) & InText, float X, float Y, float XScale, float YScale, const [FFontRenderInfo](API\Runtime\Engine\Engine\FFontRenderInfo) & RenderInfo )


code: float DrawText ( const [UFont](API\Runtime\Engine\Engine\UFont) * InFont, const [FText](API\Runtime\Core\Internationalization\FText) & InText, float X, float Y, float XScale, float YScale, const [FFontRenderInfo](API\Runtime\Engine\Engine\FFontRenderInfo) & RenderInfo )