UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UObject Class Reference

#include <Object.h>

+ Inheritance diagram for UObject:

Classes

struct  FAssetRegistryTag
 
struct  FSaveConfigContext
 

Public Types

enum class  ENetFields_Private { NETFIELD_REP_START = 0 , NETFIELD_REP_END = -1 }
 
typedef UObject WithinClass
 

Public Member Functions

COREUOBJECT_API UObject ()
 
COREUOBJECT_API UObject (const FObjectInitializer &ObjectInitializer)
 
COREUOBJECT_API UObject (EStaticConstructor, EObjectFlags InFlags)
 
COREUOBJECT_API UObject (FVTableHelper &Helper)
 
COREUOBJECT_API UObjectCreateDefaultSubobject (FName SubobjectFName, UClass *ReturnType, UClass *ClassToCreateByDefault, bool bIsRequired, bool bIsTransient)
 
template<class TReturnType >
TReturnTypeCreateEditorOnlyDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
template<class TReturnType , class TClassToConstructByDefault >
TReturnTypeCreateOptionalDefaultSubobject (FName SubobjectName, bool bTransient=false)
 
COREUOBJECT_API void GetDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects)
 
COREUOBJECT_API UObjectGetDefaultSubobjectByName (FName ToFind)
 
virtual COREUOBJECT_API void PostInitProperties ()
 
virtual COREUOBJECT_API void PostReinitProperties ()
 
virtual void PostCDOContruct ()
 
virtual COREUOBJECT_API void PreSaveRoot (FObjectPreSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PostSaveRoot (FObjectPostSaveRootContext ObjectSaveContext)
 
virtual COREUOBJECT_API void PreSave (FObjectPreSaveContext SaveContext)
 
virtual COREUOBJECT_API void CollectSaveOverrides (FObjectCollectSaveOverridesContext SaveContext)
 
UE_FORCEINLINE_HINT bool Modify (bool bAlwaysMarkDirty=true)
 
UE_FORCEINLINE_HINT bool IsCapturingAsRootObjectForTransaction () const
 
virtual bool ResolveSubobject (const TCHAR *SubObjectPath, UObject *&OutObject, bool bLoadIfExists)
 
virtual bool IsReadyForAsyncPostLoad () const
 
virtual COREUOBJECT_API void PostLoad ()
 
virtual COREUOBJECT_API void PostLoadSubobjects (FObjectInstancingGraph *OuterInstanceGraph)
 
virtual COREUOBJECT_API void BeginDestroy ()
 
virtual bool IsReadyForFinishDestroy ()
 
virtual COREUOBJECT_API void FinishDestroy ()
 
virtual COREUOBJECT_API void Serialize (FArchive &Ar)
 
virtual COREUOBJECT_API void Serialize (FStructuredArchive::FRecord Record)
 
virtual void ShutdownAfterError ()
 
virtual void PostInterpChange (FProperty *PropertyThatChanged)
 
virtual COREUOBJECT_API void PostRename (UObject *OldOuter, const FName OldName)
 
virtual void PreDuplicate (FObjectDuplicationParameters &DupParams)
 
virtual void PostDuplicate (bool bDuplicateForPIE)
 
virtual void PostDuplicate (EDuplicateMode::Type DuplicateMode)
 
virtual COREUOBJECT_API bool NeedsLoadForClient () const
 
virtual COREUOBJECT_API bool NeedsLoadForServer () const
 
virtual COREUOBJECT_API bool NeedsLoadForTargetPlatform (const class ITargetPlatform *TargetPlatform) const
 
virtual bool NeedsLoadForEditorGame () const
 
virtual bool IsEditorOnly () const
 
virtual bool HasNonEditorOnlyReferences () const
 
virtual bool IsPostLoadThreadSafe () const
 
virtual COREUOBJECT_API bool IsDestructionThreadSafe () const
 
virtual COREUOBJECT_API void GetPreloadDependencies (TArray< UObject * > &OutDeps)
 
virtual void GetPrestreamPackages (TArray< UObject * > &OutPrestream)
 
virtual void ExportCustomProperties (FOutputDevice &Out, uint32 Indent)
 
virtual void ImportCustomProperties (const TCHAR *SourceText, FFeedbackContext *Warn)
 
virtual void PostEditImport ()
 
virtual void PostReloadConfig (class FProperty *PropertyThatWasLoaded)
 
virtual COREUOBJECT_API bool Rename (const TCHAR *NewName=nullptr, UObject *NewOuter=nullptr, ERenameFlags Flags=REN_None)
 
virtual FString GetDesc ()
 
COREUOBJECT_API UScriptStructGetSparseClassDataStruct () const
 
virtual bool GetNativePropertyValues (TMap< FString, FString > &out_PropertyValues, uint32 ExportFlags=0) const
 
virtual COREUOBJECT_API void GetResourceSizeEx (FResourceSizeEx &CumulativeResourceSize)
 
SIZE_T GetResourceSizeBytes (EResourceSizeMode::Type Mode)
 
virtual FName GetExporterName (void)
 
COREUOBJECT_API void CallAddReferencedObjects (FReferenceCollector &Collector)
 
virtual FRestoreForUObjectOverwriteGetRestoreForUObjectOverwrite ()
 
virtual bool AreNativePropertiesIdenticalTo (UObject *Other) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context) const
 
virtual COREUOBJECT_API void GetAssetRegistryTags (TArray< FAssetRegistryTag > &OutTags) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetData &Out) const
 
COREUOBJECT_API void GetAssetRegistryTags (FAssetRegistryTagsContext Context, FAssetData &Out) const
 
virtual COREUOBJECT_API bool IsAsset () const
 
virtual COREUOBJECT_API FPrimaryAssetId GetPrimaryAssetId () const
 
virtual COREUOBJECT_API bool IsLocalizedResource () const
 
virtual COREUOBJECT_API bool IsSafeForRootSet () const
 
virtual COREUOBJECT_API void TagSubobjects (EObjectFlags NewFlags)
 
virtual COREUOBJECT_API void GetLifetimeReplicatedProps (TArray< class FLifetimeProperty > &OutLifetimeProps) const
 
virtual COREUOBJECT_API void GetReplicatedCustomConditionState (FCustomPropertyConditionState &OutActiveState) const
 
virtual COREUOBJECT_API void RegisterReplicationFragments (UE::Net::FFragmentRegistrationContext &Context, UE::Net::EFragmentRegistrationFlags RegistrationFlags)
 
virtual COREUOBJECT_API bool IsNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsFullNameStableForNetworking () const
 
virtual COREUOBJECT_API bool IsSupportedForNetworking () const
 
virtual void GetSubobjectsWithStableNamesForNetworking (TArray< UObject * > &ObjList)
 
virtual COREUOBJECT_API void PreNetReceive ()
 
virtual COREUOBJECT_API void PostNetReceive ()
 
virtual void PostRepNotifies ()
 
virtual COREUOBJECT_API void PreDestroyFromReplication ()
 
COREUOBJECT_API bool IsSelected () const
 
COREUOBJECT_API void SerializeScriptProperties (FArchive &Ar) const
 
COREUOBJECT_API void SerializeScriptProperties (FStructuredArchive::FSlot Slot) const
 
COREUOBJECT_API void ReinitializeProperties (UObject *SourceObject=NULL, struct FObjectInstancingGraph *InstanceGraph=NULL)
 
COREUOBJECT_API FString GetDetailedInfo () const
 
COREUOBJECT_API bool ConditionalBeginDestroy ()
 
COREUOBJECT_API bool ConditionalFinishDestroy ()
 
COREUOBJECT_API void ConditionalPostLoad ()
 
COREUOBJECT_API void ConditionalPreload ()
 
COREUOBJECT_API void ConditionalPostLoadSubobjects (struct FObjectInstancingGraph *OuterInstanceGraph=NULL)
 
bool IsBasedOnArchetype (const UObject *const SomeObject) const
 
COREUOBJECT_API UFunctionFindFunction (FName InName) const
 
COREUOBJECT_API UFunctionFindFunctionChecked (FName InName) const
 
virtual COREUOBJECT_API void BuildSubobjectMapping (UObject *OtherObject, TMap< UObject *, UObject * > &ObjectMapping) const
 
COREUOBJECT_API void CollectDefaultSubobjects (TArray< UObject * > &OutDefaultSubobjects, bool bIncludeNestedSubobjects=false) const
 
COREUOBJECT_API bool CheckDefaultSubobjects (bool bForceCheck=false) const
 
COREUOBJECT_API void SaveConfig (uint64 RequiredPropertyFlags=CPF_Config, const TCHAR *Filename=nullptr, FConfigCacheIni *Config=GConfig, bool bAllowCopyToDefaultObject=true)
 
COREUOBJECT_API void SaveConfig (const FSaveConfigContext &Context)
 
COREUOBJECT_API void UpdateDefaultConfigFile (const FString &SpecificFileLocation="")
 
COREUOBJECT_API bool TryUpdateDefaultConfigFile (const FString &SpecificFileLocation="", bool bWarnIfFail=true)
 
COREUOBJECT_API void UpdateGlobalUserConfigFile ()
 
COREUOBJECT_API void UpdateProjectUserConfigFile ()
 
COREUOBJECT_API void UpdateSinglePropertyInConfigFile (const FProperty *InProperty, const FString &InConfigIniName)
 
COREUOBJECT_API FString GetDefaultConfigFilename () const
 
COREUOBJECT_API FString GetGlobalUserConfigFilename () const
 
COREUOBJECT_API FString GetProjectUserConfigFilename () const
 
virtual const TCHARGetConfigOverridePlatform () const
 
virtual void OverrideConfigSection (FString &SectionName)
 
virtual void OverridePerObjectConfigSection (FString &SectionName)
 
COREUOBJECT_API void LoadConfig (UClass *ConfigClass=nullptr, const TCHAR *Filename=nullptr, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=nullptr, TArray< UE::ConfigAccessTracking::FConfigAccessData > *OutAccessedKeys=nullptr)
 
COREUOBJECT_API void ReloadConfig (UClass *ConfigClass=NULL, const TCHAR *Filename=NULL, uint32 PropagationFlags=UE::LCPF_None, class FProperty *PropertyToLoad=NULL)
 
COREUOBJECT_API void ParseParms (const TCHAR *Parms)
 
COREUOBJECT_API void OutputReferencers (FOutputDevice &Ar, FReferencerInformationList *Referencers=NULL)
 
COREUOBJECT_API void RetrieveReferencers (TArray< FReferencerInformation > *OutInternalReferencers, TArray< FReferencerInformation > *OutExternalReferencers)
 
COREUOBJECT_API void SetLinker (FLinkerLoad *LinkerLoad, int32 LinkerIndex, bool bShouldDetachExisting=true, bool bSilenceLogs=false)
 
COREUOBJECT_API UObjectGetArchetype () const
 
COREUOBJECT_API void GetArchetypeInstances (TArray< UObject * > &Instances)
 
COREUOBJECT_API void InstanceSubobjectTemplates (struct FObjectInstancingGraph *InstanceGraph=NULL)
 
template<class T >
bool Implements () const
 
virtual COREUOBJECT_API void ProcessEvent (UFunction *Function, void *Parms)
 
virtual int32 GetFunctionCallspace (UFunction *Function, FFrame *Stack)
 
virtual bool CallRemoteFunction (UFunction *Function, void *Parms, struct FOutParmRec *OutParms, FFrame *Stack)
 
COREUOBJECT_API bool CallFunctionByNameWithArguments (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor, bool bForceCallWithNonExec=false)
 
COREUOBJECT_API void CallFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
 DECLARE_FUNCTION (ProcessInternal)
 
virtual bool ProcessConsoleExec (const TCHAR *Cmd, FOutputDevice &Ar, UObject *Executor)
 
COREUOBJECT_API void SkipFunction (FFrame &Stack, RESULT_DECL, UFunction *Function)
 
virtual UClassRegenerateClass (UClass *ClassToRegenerate, UObject *PreviousCDO)
 
COREUOBJECT_API bool IsInBlueprint () const
 
COREUOBJECT_API void DestroyNonNativeProperties ()
 
virtual void MarkAsEditorOnlySubobject ()
 
COREUOBJECT_API void AbortInsideMemberFunction () const
 
 DECLARE_FUNCTION (execUndefined)
 
 DECLARE_FUNCTION (execLocalVariable)
 
 DECLARE_FUNCTION (execInstanceVariable)
 
 DECLARE_FUNCTION (execDefaultVariable)
 
 DECLARE_FUNCTION (execLocalOutVariable)
 
 DECLARE_FUNCTION (execInterfaceVariable)
 
 DECLARE_FUNCTION (execClassSparseDataVariable)
 
 DECLARE_FUNCTION (execInterfaceContext)
 
 DECLARE_FUNCTION (execArrayElement)
 
 DECLARE_FUNCTION (execBoolVariable)
 
 DECLARE_FUNCTION (execClassDefaultVariable)
 
 DECLARE_FUNCTION (execEndFunctionParms)
 
 DECLARE_FUNCTION (execNothing)
 
 DECLARE_FUNCTION (execNothingInt32)
 
 DECLARE_FUNCTION (execNothingOp4a)
 
 DECLARE_FUNCTION (execBreakpoint)
 
 DECLARE_FUNCTION (execTracepoint)
 
 DECLARE_FUNCTION (execWireTracepoint)
 
 DECLARE_FUNCTION (execInstrumentation)
 
 DECLARE_FUNCTION (execEndOfScript)
 
 DECLARE_FUNCTION (execReturnNothing)
 
 DECLARE_FUNCTION (execEmptyParmValue)
 
 DECLARE_FUNCTION (execJump)
 
 DECLARE_FUNCTION (execJumpIfNot)
 
 DECLARE_FUNCTION (execAssert)
 
 DECLARE_FUNCTION (execPushExecutionFlow)
 
 DECLARE_FUNCTION (execPopExecutionFlow)
 
 DECLARE_FUNCTION (execComputedJump)
 
 DECLARE_FUNCTION (execPopExecutionFlowIfNot)
 
 DECLARE_FUNCTION (execLet)
 
 DECLARE_FUNCTION (execLetObj)
 
 DECLARE_FUNCTION (execLetWeakObjPtr)
 
 DECLARE_FUNCTION (execLetBool)
 
 DECLARE_FUNCTION (execLetDelegate)
 
 DECLARE_FUNCTION (execLetMulticastDelegate)
 
 DECLARE_FUNCTION (execAddMulticastDelegate)
 
 DECLARE_FUNCTION (execClearMulticastDelegate)
 
 DECLARE_FUNCTION (execEatReturnValue)
 
 DECLARE_FUNCTION (execRemoveMulticastDelegate)
 
 DECLARE_FUNCTION (execSelf)
 
 DECLARE_FUNCTION (execContext)
 
 DECLARE_FUNCTION (execContext_FailSilent)
 
 DECLARE_FUNCTION (execStructMemberContext)
 
 DECLARE_FUNCTION (execVirtualFunction)
 
 DECLARE_FUNCTION (execFinalFunction)
 
 DECLARE_FUNCTION (execLocalVirtualFunction)
 
 DECLARE_FUNCTION (execLocalFinalFunction)
 
 DECLARE_FUNCTION (execStructCmpEq)
 
 DECLARE_FUNCTION (execStructCmpNe)
 
 DECLARE_FUNCTION (execStructMember)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execNotEqual_DelegateDelegate)
 
 DECLARE_FUNCTION (execEqualEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execNotEqual_DelegateFunction)
 
 DECLARE_FUNCTION (execIntConst)
 
 DECLARE_FUNCTION (execInt64Const)
 
 DECLARE_FUNCTION (execUInt64Const)
 
 DECLARE_FUNCTION (execSkipOffsetConst)
 
 DECLARE_FUNCTION (execFloatConst)
 
 DECLARE_FUNCTION (execDoubleConst)
 
 DECLARE_FUNCTION (execStringConst)
 
 DECLARE_FUNCTION (execUnicodeStringConst)
 
 DECLARE_FUNCTION (execTextConst)
 
 DECLARE_FUNCTION (execPropertyConst)
 
 DECLARE_FUNCTION (execObjectConst)
 
 DECLARE_FUNCTION (execSoftObjectConst)
 
 DECLARE_FUNCTION (execFieldPathConst)
 
 DECLARE_FUNCTION (execInstanceDelegate)
 
 DECLARE_FUNCTION (execNameConst)
 
 DECLARE_FUNCTION (execByteConst)
 
 DECLARE_FUNCTION (execIntZero)
 
 DECLARE_FUNCTION (execIntOne)
 
 DECLARE_FUNCTION (execTrue)
 
 DECLARE_FUNCTION (execFalse)
 
 DECLARE_FUNCTION (execNoObject)
 
 DECLARE_FUNCTION (execNullInterface)
 
 DECLARE_FUNCTION (execIntConstByte)
 
 DECLARE_FUNCTION (execRotationConst)
 
 DECLARE_FUNCTION (execVectorConst)
 
 DECLARE_FUNCTION (execVector3fConst)
 
 DECLARE_FUNCTION (execTransformConst)
 
 DECLARE_FUNCTION (execStructConst)
 
 DECLARE_FUNCTION (execSetArray)
 
 DECLARE_FUNCTION (execSetSet)
 
 DECLARE_FUNCTION (execSetMap)
 
 DECLARE_FUNCTION (execArrayConst)
 
 DECLARE_FUNCTION (execSetConst)
 
 DECLARE_FUNCTION (execMapConst)
 
 DECLARE_FUNCTION (execBitFieldConst)
 
 DECLARE_FUNCTION (execNew)
 
 DECLARE_FUNCTION (execClassContext)
 
 DECLARE_FUNCTION (execNativeParm)
 
 DECLARE_FUNCTION (execCast)
 
 DECLARE_FUNCTION (execDynamicCast)
 
 DECLARE_FUNCTION (execMetaCast)
 
 DECLARE_FUNCTION (execInterfaceCast)
 
 DECLARE_FUNCTION (execDoubleToFloatCast)
 
 DECLARE_FUNCTION (execFloatToDoubleCast)
 
 DECLARE_FUNCTION (execObjectToBool)
 
 DECLARE_FUNCTION (execInterfaceToBool)
 
 DECLARE_FUNCTION (execObjectToInterface)
 
 DECLARE_FUNCTION (execInterfaceToInterface)
 
 DECLARE_FUNCTION (execInterfaceToObject)
 
 DECLARE_FUNCTION (execGetDynArrayElement)
 
 DECLARE_FUNCTION (execSetDynArrayElement)
 
 DECLARE_FUNCTION (execGetDynArrayLength)
 
 DECLARE_FUNCTION (execSetDynArrayLength)
 
 DECLARE_FUNCTION (execDynArrayInsert)
 
 DECLARE_FUNCTION (execDynArrayRemove)
 
 DECLARE_FUNCTION (execDynArrayFind)
 
 DECLARE_FUNCTION (execDynArrayFindStruct)
 
 DECLARE_FUNCTION (execDynArrayAdd)
 
 DECLARE_FUNCTION (execDynArrayAddItem)
 
 DECLARE_FUNCTION (execDynArrayInsertItem)
 
 DECLARE_FUNCTION (execDynArrayRemoveItem)
 
 DECLARE_FUNCTION (execDynArraySort)
 
 DECLARE_FUNCTION (execBindDelegate)
 
 DECLARE_FUNCTION (execCallMulticastDelegate)
 
 DECLARE_FUNCTION (execLetValueOnPersistentFrame)
 
 DECLARE_FUNCTION (execCallMathFunction)
 
 DECLARE_FUNCTION (execSwitchValue)
 
 DECLARE_FUNCTION (execArrayGetByRef)
 
 DECLARE_FUNCTION (execAutoRtfmTransact)
 
 DECLARE_FUNCTION (execAutoRtfmStopTransact)
 
 DECLARE_FUNCTION (execAutoRtfmAbortIfNot)
 
void ExecuteUbergraph (int32 EntryPoint)
 
virtual void ValidateGeneratedRepEnums (const TArray< struct FRepRecord > &ClassReps) const
 
virtual uint64 GetNetPushIdDynamic () const
 
- Public Member Functions inherited from UObjectBaseUtility
 UObjectBaseUtility ()
 
 UObjectBaseUtility (EObjectFlags InFlags)
 
void SetFlags (EObjectFlags NewFlags)
 
void ClearFlags (EObjectFlags FlagsToClear)
 
bool HasAnyFlags (EObjectFlags FlagsToCheck) const
 
bool HasAllFlags (EObjectFlags FlagsToCheck) const
 
UE_FORCEINLINE_HINT EObjectFlags GetMaskedFlags (EObjectFlags Mask=RF_AllFlags) const
 
UE_FORCEINLINE_HINT void Mark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT void UnMark (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAnyMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT bool HasAllMarks (EObjectMark Marks) const
 
UE_FORCEINLINE_HINT EObjectMark GetAllMarks () const
 
void MarkAsGarbage ()
 
void ClearGarbage ()
 
UE_FORCEINLINE_HINT void AddToRoot ()
 
UE_FORCEINLINE_HINT void RemoveFromRoot ()
 
UE_FORCEINLINE_HINT bool IsRooted () const
 
UE_FORCEINLINE_HINT int32 GetRefCount () const
 
bool ThisThreadAtomicallyClearedRFUnreachable ()
 
UE_FORCEINLINE_HINT bool IsUnreachable () const
 
UE_FORCEINLINE_HINT bool IsNative () const
 
void SetInternalFlags (EInternalObjectFlags FlagsToSet) const
 
UE_FORCEINLINE_HINT EInternalObjectFlags GetInternalFlags () const
 
UE_FORCEINLINE_HINT bool HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const
 
void ClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
bool AtomicallyClearInternalFlags (EInternalObjectFlags FlagsToClear) const
 
COREUOBJECT_API FString GetFullName (const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (const UObject *StopOuter, FString &ResultString, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API void GetFullName (FStringBuilderBase &ResultString, const UObject *StopOuter=NULL, EObjectFullNameFlags Flags=EObjectFullNameFlags::None) const
 
COREUOBJECT_API FString GetPathName (const UObject *StopOuter=NULL) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FString &ResultString) const
 
COREUOBJECT_API void GetPathName (const UObject *StopOuter, FStringBuilderBase &ResultString) const
 
virtual bool CanBeClusterRoot () const
 
virtual COREUOBJECT_API bool CanBeInCluster () const
 
virtual COREUOBJECT_API void CreateCluster ()
 
virtual void OnClusterMarkedAsPendingKill ()
 
COREUOBJECT_API void AddToCluster (UObjectBaseUtility *ClusterRootOrObjectFromCluster, bool bAddAsMutableObject=false)
 
COREUOBJECT_API FString GetFullGroupName (bool bStartWithOuter) const
 
UE_FORCEINLINE_HINT FString GetName () const
 
UE_FORCEINLINE_HINT void GetName (FString &ResultString) const
 
UE_FORCEINLINE_HINT void AppendName (FString &ResultString) const
 
COREUOBJECT_API bool IsPackageExternal () const
 
COREUOBJECT_API void DetachExternalPackage ()
 
COREUOBJECT_API void ReattachExternalPackage ()
 
COREUOBJECT_API UObjectGetOutermostObject () const
 
COREUOBJECT_API UPackageGetPackage () const
 
UE_INTERNAL virtual COREUOBJECT_API UE::Core::FVersePath GetVersePath () const
 
COREUOBJECT_API UPackageGetOutermost () const
 
COREUOBJECT_API bool MarkPackageDirty () const
 
COREUOBJECT_API bool IsTemplate (EObjectFlags TemplateTypes=RF_ArchetypeObject|RF_ClassDefaultObject) const
 
COREUOBJECT_API UObjectGetTypedOuter (UClass *Target) const
 
template<typename T >
T * GetTypedOuter () const
 
template<typename InterfaceClassType >
InterfaceClassTypeGetImplementingOuter () const
 
COREUOBJECT_API UObjectBaseUtilityGetImplementingOuterObject (const UClass *InInterfaceClass) const
 
COREUOBJECT_API bool IsIn (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsIn (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInOuter (const UObject *SomeOuter) const
 
COREUOBJECT_API bool IsInPackage (const UPackage *SomePackage) const
 
COREUOBJECT_API bool IsInA (const UClass *SomeBaseClass) const
 
COREUOBJECT_API bool RootPackageHasAnyFlags (uint32 CheckFlagMask) const
 
template<typename OtherClassType >
bool IsA (OtherClassType SomeBase) const
 
template<class T >
bool IsA () const
 
COREUOBJECT_API const UClassFindNearestCommonBaseClass (const UClass *TestClass) const
 
COREUOBJECT_API voidGetInterfaceAddress (UClass *InterfaceClass)
 
COREUOBJECT_API voidGetNativeInterfaceAddress (UClass *InterfaceClass)
 
const voidGetNativeInterfaceAddress (UClass *InterfaceClass) const
 
COREUOBJECT_API bool IsTemplateForSubobjects (EObjectFlags TemplateTypes=RF_ClassDefaultObject|RF_DefaultSubObject|RF_InheritableComponentTemplate) const
 
COREUOBJECT_API bool IsDefaultSubobject () const
 
COREUOBJECT_API class FLinkerLoadGetLinker () const
 
COREUOBJECT_API int32 GetLinkerIndex () const
 
COREUOBJECT_API FPackageFileVersion GetLinkerUEVersion () const
 
int32 GetLinkerUE4Version () const
 
COREUOBJECT_API int32 GetLinkerLicenseeUEVersion () const
 
int32 GetLinkerLicenseeUE4Version () const
 
COREUOBJECT_API int32 GetLinkerCustomVersion (FGuid CustomVersionKey) const
 
UE_FORCEINLINE_HINT bool operator< (const UObjectBaseUtility &Other) const
 
TStatId GetStatID (bool bForDeferredUse=false) const
 
- Public Member Functions inherited from UObjectBase
COREUOBJECT_API UObjectBase (UClass *InClass, EObjectFlags InFlags, EInternalObjectFlags InInternalFlags, UObject *InOuter, FName InName, int32 InInternalIndex=-1, int32 InSerialNumber=0, FRemoteObjectId InRemoteId=FRemoteObjectId())
 
virtual COREUOBJECT_API ~UObjectBase ()
 
COREUOBJECT_API bool IsValidLowLevel () const
 
COREUOBJECT_API bool IsValidLowLevelFast (bool bRecursive=true) const
 
FORCEINLINE uint32 GetUniqueID () const
 
FORCEINLINE UClassGetClass () const
 
FORCEINLINE UObjectGetOuter () const
 
FORCEINLINE FName GetFName () const
 
virtual COREUOBJECT_API FName GetFNameForStatID () const
 
COREUOBJECT_API UPackageGetExternalPackage () const
 
COREUOBJECT_API void SetExternalPackage (UPackage *InPackage)
 
COREUOBJECT_API UPackageGetExternalPackageInternal () const
 
COREUOBJECT_API void MarkAsReachable () const
 
COREUOBJECT_API void AddRef () const
 
COREUOBJECT_API void ReleaseRef () const
 
FORCEINLINE EObjectFlags GetFlags () const
 
FORCENOINLINE void AtomicallySetFlags (EObjectFlags FlagsToAdd)
 
FORCENOINLINE void AtomicallyClearFlags (EObjectFlags FlagsToClear)
 

Static Public Member Functions

static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedServer (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API void UpdateClassesExcludedFromDedicatedClient (const TArray< FString > &InClassNames, const TArray< FString > &InModulesNames)
 
static COREUOBJECT_API bool CanCreateInCurrentContext (UObject *Template)
 
static COREUOBJECT_API void AddReferencedObjects (UObject *InThis, FReferenceCollector &Collector)
 
static COREUOBJECT_API const FNameSourceFileTagName ()
 
static COREUOBJECT_API UObjectGetArchetypeFromRequiredInfo (const UClass *Class, const UObject *Outer, FName Name, EObjectFlags ObjectFlags)
 
- Static Public Member Functions inherited from UObjectBaseUtility
static bool IsGarbageEliminationEnabled ()
 
static bool IsPendingKillEnabled ()
 
static void SetGarbageEliminationEnabled (bool bEnabled)
 
static COREUOBJECT_API void ReloadObjectsFromModifiedConfigSections (const class FConfigModificationTracker *ChangeTracker)
 
- Static Public Member Functions inherited from UObjectBase
static COREUOBJECT_API FString RemoveClassPrefix (const TCHAR *ClassName)
 
static void PrefetchClass (UObject *Object)
 
static void PrefetchOuter (UObject *Object)
 

Protected Member Functions

virtual FString GetDetailedInfoInternal () const
 
COREUOBJECT_API bool CanCheckDefaultSubObjects (bool bForceCheck, bool &bResult) const
 
virtual COREUOBJECT_API bool CheckDefaultSubobjectsInternal () const
 
- Protected Member Functions inherited from UObjectBase
 UObjectBase ()
 
COREUOBJECT_API UObjectBase (EObjectFlags InFlags)
 
COREUOBJECT_API void LowLevelRename (FName NewName, UObject *NewOuter=NULL)
 
virtual void RegisterDependencies ()
 
COREUOBJECT_API void Register (class UClass *(*StaticClassFn)(), const TCHAR *PackageName, const TCHAR *Name)
 
COREUOBJECT_API void Register (const TCHAR *PackageName, const TCHAR *Name)
 
virtual COREUOBJECT_API void DeferredRegister (UClass *UClassStaticClass, const TCHAR *PackageName, const TCHAR *Name)
 
FORCEINLINE void SetFlagsTo (EObjectFlags NewFlags)
 

Friends

struct FObjectNetPushIdHelper
 
COREUOBJECT_API UClassZ_Construct_UClass_UObject_NoRegister ()
 

Detailed Description

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

See also
https://docs.unrealengine.com/ProgrammingAndScripting/ProgrammingWithCPP/UnrealArchitecture/Objects
Examples
/work/Engine/Source/Runtime/UMG/Public/Components/Widget.h.

Member Typedef Documentation

◆ WithinClass

Member Enumeration Documentation

◆ ENetFields_Private

Enumerator
NETFIELD_REP_START 
NETFIELD_REP_END 

Constructor & Destructor Documentation

◆ UObject() [1/4]

Default constructor

◆ UObject() [2/4]

UE_AUTORTFM_ALWAYS_OPEN_NO_MEMORY_VALIDATION UObject::UObject ( const FObjectInitializer ObjectInitializer)

Constructor that takes an ObjectInitializer. Typically not needed, but can be useful for class hierarchies that support optional subobjects or subobject class overriding

◆ UObject() [3/4]

UE_AUTORTFM_ALWAYS_OPEN UObject::UObject ( EStaticConstructor  ,
EObjectFlags  InFlags 
)

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

◆ UObject() [4/4]

UE_AUTORTFM_ALWAYS_OPEN UObject::UObject ( FVTableHelper Helper)

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

Member Function Documentation

◆ AbortInsideMemberFunction()

void UObject::AbortInsideMemberFunction ( ) const

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

◆ AddReferencedObjects()

void UObject::AddReferencedObjects ( UObject InThis,
FReferenceCollector Collector 
)
static

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

Parameters
InThisObject to collect references from.
CollectorFReferenceCollector objects to be used to collect references.

◆ AreNativePropertiesIdenticalTo()

virtual bool UObject::AreNativePropertiesIdenticalTo ( UObject Other) const
inlinevirtual

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

Parameters
OtherOther component to compare against
Returns
true if native properties are identical, false otherwise

◆ BeginDestroy()

void UObject::BeginDestroy ( )
virtual

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.

Reimplemented in UNeuralProfile, UAISubsystem, UAISystem, UAIAsyncTaskBlueprintProxy, UCrowdManager, UPlayMontageCallbackProxy, UAudioAnalyzer, UQuartzClockHandle, UQuartzSubsystem, ULinkerPlaceholderClass, ULinkerPlaceholderExportObject, UEnum, UObjectPropertyBase, UClassProperty, USoftClassProperty, UInterfaceProperty, UDelegateProperty, UMulticastDelegateProperty, UAnimBank, UAnimInstance, UAnimSequence, USkeleton, UCameraModifier_CameraShake, UActorComponent, UDeviceProfile, UAssetManager, UCancellableAsyncAction, UCanvas, UChannel, UFont, UGameViewportClient, ULevel, UMapBuildDataRegistry, USkeletalMesh, UStaticMesh, UStreamableRenderAsset, UTexture, UTexture2D, UVirtualTextureCollection, UWorld, AActor, UCharacterMovementComponent, UPlatformGameInstance, USubUVAnimation, UBodySetup, UPhysicalAnimationComponent, UAudioBus, USoundClass, USoundCue, USoundEffectPreset, USoundMix, USoundNode, USoundNodeSoundClass, USoundSubmixBase, USoundWave, USparseVolumeTextureFrame, UStreamableSparseVolumeTexture, UVectorFieldStatic, UMaterial, UMaterialInstance, UMaterialInterface, UMaterialParameterCollection, UModel, UTickableWorldSubsystem, AMapBuildDataActor, UWorldPartition, AConstraintsActor, UChaosDebugDrawComponent, UDataflow, UGeometryCollection, AGameplayDebuggerPlayerManager, UPrimitiveComponentToolTarget, USceneComponentToolTarget, ULandscapeInfoMap, UMassEntitySettings, UMediaPlayer, UMediaSource, UMediaTexture, UMovieSceneSequence, UMovieSceneSequencePlayer, UNavigationPath, USlateFXSubsystem, USlateRHIRendererSettings, UTypedElementSelectionSet, UUMGSequencePlayer, UUserWidget, UVisual, UWidget, and UWebBrowserTexture.

◆ BuildSubobjectMapping()

void UObject::BuildSubobjectMapping ( UObject OtherObject,
TMap< UObject *, UObject * > &  ObjectMapping 
) const
virtual

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

Parameters
OtherObjectThe to find matching sub-objects within.
ObjectMappingThe complete mapping between this object hierarchy and the other object hierarchy.

◆ CallAddReferencedObjects()

void UObject::CallAddReferencedObjects ( FReferenceCollector Collector)

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

Parameters
CollectorFReferenceCollector objects to be used to collect references.

◆ CallFunction()

void UObject::CallFunction ( FFrame Stack,
RESULT_DECL  ,
UFunction Function 
)

Internal VM method for executing a function

◆ CallFunctionByNameWithArguments()

bool UObject::CallFunctionByNameWithArguments ( const TCHAR Cmd,
FOutputDevice Ar,
UObject Executor,
bool  bForceCallWithNonExec = false 
)

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

!destructframe see also UObject::ProcessEvent

◆ CallRemoteFunction()

virtual bool UObject::CallRemoteFunction ( UFunction Function,
void Parms,
struct FOutParmRec OutParms,
FFrame Stack 
)
inlinevirtual

Call the actor's function remotely

Parameters
Functionfunction to call
Parmsarguments to the function call
OutParmsout parameter information (irrelevant for RPC's)
Stackstack frame for the function call
Returns
returns true if the function was processed by a NetDriver

Reimplemented in UActorComponent, AActor, and UMovieSceneSequencePlayer.

◆ CanCheckDefaultSubObjects()

bool UObject::CanCheckDefaultSubObjects ( bool  bForceCheck,
bool bResult 
) const
protected

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

◆ CanCreateInCurrentContext()

bool UObject::CanCreateInCurrentContext ( UObject Template)
static

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

◆ CheckDefaultSubobjects()

bool UObject::CheckDefaultSubobjects ( bool  bForceCheck = false) const

Checks default sub-object assumptions.

Parameters
bForceCheckForce checks even if not enabled globally.
Returns
true if the assumptions are met, false otherwise.

◆ CheckDefaultSubobjectsInternal()

bool UObject::CheckDefaultSubobjectsInternal ( ) const
protectedvirtual

Checks default sub-object assumptions.

Returns
true if the assumptions are met, false otherwise.

Reimplemented in AActor.

◆ CollectDefaultSubobjects()

void UObject::CollectDefaultSubobjects ( TArray< UObject * > &  OutDefaultSubobjects,
bool  bIncludeNestedSubobjects = false 
) const

Gets all subobjects inside this object that return true for IsDefaultSubobject. The nested behavior is inconsistent because IsDefaultSubobject does not work reliably for nested subobjects and it is less efficient than GetDefaultSubobjects

◆ CollectSaveOverrides()

void UObject::CollectSaveOverrides ( FObjectCollectSaveOverridesContext  SaveContext)
virtual

Collect any save override state.

◆ ConditionalBeginDestroy()

bool UObject::ConditionalBeginDestroy ( )

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.

◆ ConditionalFinishDestroy()

bool UObject::ConditionalFinishDestroy ( )

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

◆ ConditionalPostLoad()

void UObject::ConditionalPostLoad ( )

PostLoad if needed.

◆ ConditionalPostLoadSubobjects()

void UObject::ConditionalPostLoadSubobjects ( struct FObjectInstancingGraph OuterInstanceGraph = NULL)

Instances subobjects and components for objects being loaded from disk, if necessary. Ensures that references between nested components are fixed up correctly.

Parameters
OuterInstanceGraphwhen calling this method on subobjects, specifies the instancing graph which contains all instanced subobjects and components for a subobject root.

◆ ConditionalPreload()

void UObject::ConditionalPreload ( )

Preload if needed. Mostly used in the loader or loader threads.

◆ CreateDefaultSubobject() [1/3]

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

Utility function for templates below

◆ CreateDefaultSubobject() [2/3]

template<class TReturnType >
TReturnType * UObject::CreateDefaultSubobject ( FName  SubobjectName,
bool  bTransient = false 
)
inline

Create a component or subobject that will be instanced inside all instances of this class.

Parameters
TReturnTypeClass of return type, all overrides must be of this type
SubobjectNameName of the new component
bTransientTrue if the component is being assigned to a transient property. This does not make the component itself transient, but does stop it from inheriting parent defaults

◆ CreateDefaultSubobject() [3/3]

template<class TReturnType , class TClassToConstructByDefault >
TReturnType * UObject::CreateDefaultSubobject ( FName  SubobjectName,
bool  bTransient = false 
)
inline

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

Parameters
TReturnTypeClass of return type, all overrides must be of this type
TClassToConstructByDefaultClass of object to actually construct, must be a subclass of TReturnType
SubobjectNameName of the new component
bTransientTrue if the component is being assigned to a transient property. This does not make the component itself transient, but does stop it from inheriting parent defaults

◆ CreateEditorOnlyDefaultSubobject()

template<class TReturnType >
TReturnType * UObject::CreateEditorOnlyDefaultSubobject ( FName  SubobjectName,
bool  bTransient = false 
)
inline

Create a component or subobject only to be used with the editor. They will be stripped out in packaged builds.

Parameters
TReturnTypeClass of return type, all overrides must be of this type
SubobjectNameName of the new component
bTransientTrue if the component is being assigned to a transient property. This does not make the component itself transient, but does stop it from inheriting parent defaults

◆ CreateOptionalDefaultSubobject() [1/2]

template<class TReturnType >
TReturnType * UObject::CreateOptionalDefaultSubobject ( FName  SubobjectName,
bool  bTransient = false 
)
inline

Create an optional component or subobject.Optional subobjects will not get created. if a derived class specifies DoNotCreateDefaultSubobject with the subobject name.

Parameters
TReturnTypeClass of return type, all overrides must be of this type
SubobjectNameName of the new component
bTransientTrue if the component is being assigned to a transient property. This does not make the component itself transient, but does stop it from inheriting parent defaults

◆ CreateOptionalDefaultSubobject() [2/2]

template<class TReturnType , class TClassToConstructByDefault >
TReturnType * UObject::CreateOptionalDefaultSubobject ( FName  SubobjectName,
bool  bTransient = false 
)
inline

Create an optional component or subobject. Optional subobjects will not get created. if a derived class specifies DoNotCreateDefaultSubobject with the subobject name.

Parameters
TReturnTypeClass of return type, all overrides must be of this type
TClassToConstructByDefaultClass of object to actually construct, must be a subclass of TReturnType
SubobjectNameName of the new component
bTransientTrue if the component is being assigned to a transient property. This does not make the component itself transient, but does stop it from inheriting parent defaults

◆ DECLARE_FUNCTION() [1/126]

UObject::DECLARE_FUNCTION ( execAddMulticastDelegate  )

◆ DECLARE_FUNCTION() [2/126]

UObject::DECLARE_FUNCTION ( execArrayConst  )

◆ DECLARE_FUNCTION() [3/126]

UObject::DECLARE_FUNCTION ( execArrayElement  )

◆ DECLARE_FUNCTION() [4/126]

UObject::DECLARE_FUNCTION ( execArrayGetByRef  )

◆ DECLARE_FUNCTION() [5/126]

UObject::DECLARE_FUNCTION ( execAssert  )

◆ DECLARE_FUNCTION() [6/126]

UObject::DECLARE_FUNCTION ( execAutoRtfmAbortIfNot  )

◆ DECLARE_FUNCTION() [7/126]

UObject::DECLARE_FUNCTION ( execAutoRtfmStopTransact  )

◆ DECLARE_FUNCTION() [8/126]

UObject::DECLARE_FUNCTION ( execAutoRtfmTransact  )

◆ DECLARE_FUNCTION() [9/126]

UObject::DECLARE_FUNCTION ( execBindDelegate  )

◆ DECLARE_FUNCTION() [10/126]

UObject::DECLARE_FUNCTION ( execBitFieldConst  )

◆ DECLARE_FUNCTION() [11/126]

UObject::DECLARE_FUNCTION ( execBoolVariable  )

◆ DECLARE_FUNCTION() [12/126]

UObject::DECLARE_FUNCTION ( execBreakpoint  )

Breakpoint; only observed in the editor; executing it at any other time is a NOP

◆ DECLARE_FUNCTION() [13/126]

UObject::DECLARE_FUNCTION ( execByteConst  )

◆ DECLARE_FUNCTION() [14/126]

UObject::DECLARE_FUNCTION ( execCallMathFunction  )

◆ DECLARE_FUNCTION() [15/126]

UObject::DECLARE_FUNCTION ( execCallMulticastDelegate  )

◆ DECLARE_FUNCTION() [16/126]

UObject::DECLARE_FUNCTION ( execCast  )

◆ DECLARE_FUNCTION() [17/126]

UObject::DECLARE_FUNCTION ( execClassContext  )

◆ DECLARE_FUNCTION() [18/126]

UObject::DECLARE_FUNCTION ( execClassDefaultVariable  )

◆ DECLARE_FUNCTION() [19/126]

UObject::DECLARE_FUNCTION ( execClassSparseDataVariable  )

◆ DECLARE_FUNCTION() [20/126]

UObject::DECLARE_FUNCTION ( execClearMulticastDelegate  )

◆ DECLARE_FUNCTION() [21/126]

UObject::DECLARE_FUNCTION ( execComputedJump  )

◆ DECLARE_FUNCTION() [22/126]

UObject::DECLARE_FUNCTION ( execContext  )

◆ DECLARE_FUNCTION() [23/126]

UObject::DECLARE_FUNCTION ( execContext_FailSilent  )

◆ DECLARE_FUNCTION() [24/126]

UObject::DECLARE_FUNCTION ( execDefaultVariable  )

◆ DECLARE_FUNCTION() [25/126]

UObject::DECLARE_FUNCTION ( execDoubleConst  )

◆ DECLARE_FUNCTION() [26/126]

UObject::DECLARE_FUNCTION ( execDoubleToFloatCast  )

◆ DECLARE_FUNCTION() [27/126]

UObject::DECLARE_FUNCTION ( execDynamicCast  )

◆ DECLARE_FUNCTION() [28/126]

UObject::DECLARE_FUNCTION ( execDynArrayAdd  )

◆ DECLARE_FUNCTION() [29/126]

UObject::DECLARE_FUNCTION ( execDynArrayAddItem  )

◆ DECLARE_FUNCTION() [30/126]

UObject::DECLARE_FUNCTION ( execDynArrayFind  )

◆ DECLARE_FUNCTION() [31/126]

UObject::DECLARE_FUNCTION ( execDynArrayFindStruct  )

◆ DECLARE_FUNCTION() [32/126]

UObject::DECLARE_FUNCTION ( execDynArrayInsert  )

◆ DECLARE_FUNCTION() [33/126]

UObject::DECLARE_FUNCTION ( execDynArrayInsertItem  )

◆ DECLARE_FUNCTION() [34/126]

UObject::DECLARE_FUNCTION ( execDynArrayRemove  )

◆ DECLARE_FUNCTION() [35/126]

UObject::DECLARE_FUNCTION ( execDynArrayRemoveItem  )

◆ DECLARE_FUNCTION() [36/126]

UObject::DECLARE_FUNCTION ( execDynArraySort  )

◆ DECLARE_FUNCTION() [37/126]

UObject::DECLARE_FUNCTION ( execEatReturnValue  )

◆ DECLARE_FUNCTION() [38/126]

UObject::DECLARE_FUNCTION ( execEmptyParmValue  )

◆ DECLARE_FUNCTION() [39/126]

UObject::DECLARE_FUNCTION ( execEndFunctionParms  )

◆ DECLARE_FUNCTION() [40/126]

UObject::DECLARE_FUNCTION ( execEndOfScript  )

◆ DECLARE_FUNCTION() [41/126]

UObject::DECLARE_FUNCTION ( execEqualEqual_DelegateDelegate  )

◆ DECLARE_FUNCTION() [42/126]

UObject::DECLARE_FUNCTION ( execEqualEqual_DelegateFunction  )

◆ DECLARE_FUNCTION() [43/126]

UObject::DECLARE_FUNCTION ( execFalse  )

◆ DECLARE_FUNCTION() [44/126]

UObject::DECLARE_FUNCTION ( execFieldPathConst  )

◆ DECLARE_FUNCTION() [45/126]

UObject::DECLARE_FUNCTION ( execFinalFunction  )

◆ DECLARE_FUNCTION() [46/126]

UObject::DECLARE_FUNCTION ( execFloatConst  )

◆ DECLARE_FUNCTION() [47/126]

UObject::DECLARE_FUNCTION ( execFloatToDoubleCast  )

◆ DECLARE_FUNCTION() [48/126]

UObject::DECLARE_FUNCTION ( execGetDynArrayElement  )

◆ DECLARE_FUNCTION() [49/126]

UObject::DECLARE_FUNCTION ( execGetDynArrayLength  )

◆ DECLARE_FUNCTION() [50/126]

UObject::DECLARE_FUNCTION ( execInstanceDelegate  )

◆ DECLARE_FUNCTION() [51/126]

UObject::DECLARE_FUNCTION ( execInstanceVariable  )

◆ DECLARE_FUNCTION() [52/126]

UObject::DECLARE_FUNCTION ( execInstrumentation  )

Instrumentation event for profiling; only observed in the builds with blueprint instrumentation

◆ DECLARE_FUNCTION() [53/126]

UObject::DECLARE_FUNCTION ( execInt64Const  )

◆ DECLARE_FUNCTION() [54/126]

UObject::DECLARE_FUNCTION ( execIntConst  )

◆ DECLARE_FUNCTION() [55/126]

UObject::DECLARE_FUNCTION ( execIntConstByte  )

◆ DECLARE_FUNCTION() [56/126]

UObject::DECLARE_FUNCTION ( execInterfaceCast  )

◆ DECLARE_FUNCTION() [57/126]

UObject::DECLARE_FUNCTION ( execInterfaceContext  )

◆ DECLARE_FUNCTION() [58/126]

UObject::DECLARE_FUNCTION ( execInterfaceToBool  )

◆ DECLARE_FUNCTION() [59/126]

UObject::DECLARE_FUNCTION ( execInterfaceToInterface  )

◆ DECLARE_FUNCTION() [60/126]

UObject::DECLARE_FUNCTION ( execInterfaceToObject  )

◆ DECLARE_FUNCTION() [61/126]

UObject::DECLARE_FUNCTION ( execInterfaceVariable  )

◆ DECLARE_FUNCTION() [62/126]

UObject::DECLARE_FUNCTION ( execIntOne  )

◆ DECLARE_FUNCTION() [63/126]

UObject::DECLARE_FUNCTION ( execIntZero  )

◆ DECLARE_FUNCTION() [64/126]

UObject::DECLARE_FUNCTION ( execJump  )

◆ DECLARE_FUNCTION() [65/126]

UObject::DECLARE_FUNCTION ( execJumpIfNot  )

◆ DECLARE_FUNCTION() [66/126]

UObject::DECLARE_FUNCTION ( execLet  )

◆ DECLARE_FUNCTION() [67/126]

UObject::DECLARE_FUNCTION ( execLetBool  )

◆ DECLARE_FUNCTION() [68/126]

UObject::DECLARE_FUNCTION ( execLetDelegate  )

◆ DECLARE_FUNCTION() [69/126]

UObject::DECLARE_FUNCTION ( execLetMulticastDelegate  )

◆ DECLARE_FUNCTION() [70/126]

UObject::DECLARE_FUNCTION ( execLetObj  )

◆ DECLARE_FUNCTION() [71/126]

UObject::DECLARE_FUNCTION ( execLetValueOnPersistentFrame  )

◆ DECLARE_FUNCTION() [72/126]

UObject::DECLARE_FUNCTION ( execLetWeakObjPtr  )

◆ DECLARE_FUNCTION() [73/126]

UObject::DECLARE_FUNCTION ( execLocalFinalFunction  )

◆ DECLARE_FUNCTION() [74/126]

UObject::DECLARE_FUNCTION ( execLocalOutVariable  )

◆ DECLARE_FUNCTION() [75/126]

UObject::DECLARE_FUNCTION ( execLocalVariable  )

◆ DECLARE_FUNCTION() [76/126]

UObject::DECLARE_FUNCTION ( execLocalVirtualFunction  )

◆ DECLARE_FUNCTION() [77/126]

UObject::DECLARE_FUNCTION ( execMapConst  )

◆ DECLARE_FUNCTION() [78/126]

UObject::DECLARE_FUNCTION ( execMetaCast  )

◆ DECLARE_FUNCTION() [79/126]

UObject::DECLARE_FUNCTION ( execNameConst  )

◆ DECLARE_FUNCTION() [80/126]

UObject::DECLARE_FUNCTION ( execNativeParm  )

◆ DECLARE_FUNCTION() [81/126]

UObject::DECLARE_FUNCTION ( execNew  )

◆ DECLARE_FUNCTION() [82/126]

UObject::DECLARE_FUNCTION ( execNoObject  )

◆ DECLARE_FUNCTION() [83/126]

UObject::DECLARE_FUNCTION ( execNotEqual_DelegateDelegate  )

◆ DECLARE_FUNCTION() [84/126]

UObject::DECLARE_FUNCTION ( execNotEqual_DelegateFunction  )

◆ DECLARE_FUNCTION() [85/126]

UObject::DECLARE_FUNCTION ( execNothing  )

◆ DECLARE_FUNCTION() [86/126]

UObject::DECLARE_FUNCTION ( execNothingInt32  )

◆ DECLARE_FUNCTION() [87/126]

UObject::DECLARE_FUNCTION ( execNothingOp4a  )

◆ DECLARE_FUNCTION() [88/126]

UObject::DECLARE_FUNCTION ( execNullInterface  )

◆ DECLARE_FUNCTION() [89/126]

UObject::DECLARE_FUNCTION ( execObjectConst  )

◆ DECLARE_FUNCTION() [90/126]

UObject::DECLARE_FUNCTION ( execObjectToBool  )

◆ DECLARE_FUNCTION() [91/126]

UObject::DECLARE_FUNCTION ( execObjectToInterface  )

◆ DECLARE_FUNCTION() [92/126]

UObject::DECLARE_FUNCTION ( execPopExecutionFlow  )

Pops a code offset from the execution flow stack and starts execution there. If there are no stack entries left, it is treated as an execution error.

◆ DECLARE_FUNCTION() [93/126]

UObject::DECLARE_FUNCTION ( execPopExecutionFlowIfNot  )

Pops a code offset from the execution flow stack and starts execution there, if a condition is not true. If there are no stack entries left, it is treated as an execution error.

◆ DECLARE_FUNCTION() [94/126]

UObject::DECLARE_FUNCTION ( execPropertyConst  )

◆ DECLARE_FUNCTION() [95/126]

UObject::DECLARE_FUNCTION ( execPushExecutionFlow  )

Push a code offset onto the execution flow stack for future execution.
Current execution continues to the next instruction after the push one.

◆ DECLARE_FUNCTION() [96/126]

UObject::DECLARE_FUNCTION ( execRemoveMulticastDelegate  )

◆ DECLARE_FUNCTION() [97/126]

UObject::DECLARE_FUNCTION ( execReturnNothing  )

failsafe for functions that return a value - returns the zero value for a property and logs that control reached the end of a non-void function

◆ DECLARE_FUNCTION() [98/126]

UObject::DECLARE_FUNCTION ( execRotationConst  )

◆ DECLARE_FUNCTION() [99/126]

UObject::DECLARE_FUNCTION ( execSelf  )

◆ DECLARE_FUNCTION() [100/126]

UObject::DECLARE_FUNCTION ( execSetArray  )

◆ DECLARE_FUNCTION() [101/126]

UObject::DECLARE_FUNCTION ( execSetConst  )

◆ DECLARE_FUNCTION() [102/126]

UObject::DECLARE_FUNCTION ( execSetDynArrayElement  )

◆ DECLARE_FUNCTION() [103/126]

UObject::DECLARE_FUNCTION ( execSetDynArrayLength  )

◆ DECLARE_FUNCTION() [104/126]

UObject::DECLARE_FUNCTION ( execSetMap  )

◆ DECLARE_FUNCTION() [105/126]

UObject::DECLARE_FUNCTION ( execSetSet  )

◆ DECLARE_FUNCTION() [106/126]

UObject::DECLARE_FUNCTION ( execSkipOffsetConst  )

◆ DECLARE_FUNCTION() [107/126]

UObject::DECLARE_FUNCTION ( execSoftObjectConst  )

◆ DECLARE_FUNCTION() [108/126]

UObject::DECLARE_FUNCTION ( execStringConst  )

◆ DECLARE_FUNCTION() [109/126]

UObject::DECLARE_FUNCTION ( execStructCmpEq  )

◆ DECLARE_FUNCTION() [110/126]

UObject::DECLARE_FUNCTION ( execStructCmpNe  )

◆ DECLARE_FUNCTION() [111/126]

UObject::DECLARE_FUNCTION ( execStructConst  )

◆ DECLARE_FUNCTION() [112/126]

UObject::DECLARE_FUNCTION ( execStructMember  )

◆ DECLARE_FUNCTION() [113/126]

UObject::DECLARE_FUNCTION ( execStructMemberContext  )

◆ DECLARE_FUNCTION() [114/126]

UObject::DECLARE_FUNCTION ( execSwitchValue  )

◆ DECLARE_FUNCTION() [115/126]

UObject::DECLARE_FUNCTION ( execTextConst  )

◆ DECLARE_FUNCTION() [116/126]

UObject::DECLARE_FUNCTION ( execTracepoint  )

Tracepoint; only observed in the editor; executing it at any other time is a NOP

◆ DECLARE_FUNCTION() [117/126]

UObject::DECLARE_FUNCTION ( execTransformConst  )

◆ DECLARE_FUNCTION() [118/126]

UObject::DECLARE_FUNCTION ( execTrue  )

◆ DECLARE_FUNCTION() [119/126]

UObject::DECLARE_FUNCTION ( execUInt64Const  )

◆ DECLARE_FUNCTION() [120/126]

UObject::DECLARE_FUNCTION ( execUndefined  )

◆ DECLARE_FUNCTION() [121/126]

UObject::DECLARE_FUNCTION ( execUnicodeStringConst  )

◆ DECLARE_FUNCTION() [122/126]

UObject::DECLARE_FUNCTION ( execVector3fConst  )

◆ DECLARE_FUNCTION() [123/126]

UObject::DECLARE_FUNCTION ( execVectorConst  )

◆ DECLARE_FUNCTION() [124/126]

UObject::DECLARE_FUNCTION ( execVirtualFunction  )

◆ DECLARE_FUNCTION() [125/126]

UObject::DECLARE_FUNCTION ( execWireTracepoint  )

◆ DECLARE_FUNCTION() [126/126]

UObject::DECLARE_FUNCTION ( ProcessInternal  )

Internal function call processing.

Warning
: might not write anything to Result if proper type isn't returned.

◆ DestroyNonNativeProperties()

void UObject::DestroyNonNativeProperties ( )

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

◆ ExecuteUbergraph()

void UObject::ExecuteUbergraph ( int32  EntryPoint)

Executes some portion of the ubergraph.

Parameters
EntryPointThe entry point to start code execution at.

◆ ExportCustomProperties()

virtual void UObject::ExportCustomProperties ( FOutputDevice Out,
uint32  Indent 
)
inlinevirtual

Exports the property values for the specified object as text to the output device. Override this if you need custom support for copy/paste.

Parameters
OutThe output device to send the exported text to
IndentNumber of spaces to prepend to each line of output
See also
ImportCustomProperties()

Reimplemented in UTexture, and UDynamicMesh.

◆ FindFunction()

UFunction * UObject::FindFunction ( FName  InName) const

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

◆ FindFunctionChecked()

UFunction * UObject::FindFunctionChecked ( FName  InName) const

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

◆ FinishDestroy()

void UObject::FinishDestroy ( )
virtual

Called to finish destroying the object. After UObject::FinishDestroy is called, the object's memory should no longer be accessed.

Warning
Because properties are destroyed here, Super::FinishDestroy() should always be called at the end of your child class's FinishDestroy() method, rather than at the beginning.

Reimplemented in UEnvQueryItemType, UAssetRegistryImpl, UPropertyBag, UStruct, UClass, UGCObjectReferencer, UPackage, UAnimStreamable, UCurveTable, UDataTable, UDemoNetDriver, UEngine, UGameEngine, UGameInstance, ULevel, UMapBuildDataRegistry, UNetConnection, UNetDriver, UPendingNetGame, UTexture, UWorld, USubUVAnimation, UPhysicalMaterialMask, UBodySetup, USoundWave, USparseVolumeTextureFrame, UStreamableSparseVolumeTexture, UStringTable, UMaterial, UMaterialInstance, UMaterialInterface, UMovieSceneEntitySystem, UNavArea, UNavigationSystemV1, UPhysicalMaterial, UTypedElementRegistry, and UWidget.

◆ GetArchetype()

UObject * UObject::GetArchetype ( ) const

Return the template this object is based on.

Returns
the archetype for this object

◆ GetArchetypeFromRequiredInfo()

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

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

Returns
the archetype for this object

◆ GetArchetypeInstances()

void UObject::GetArchetypeInstances ( TArray< UObject * > &  Instances)

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

Parameters
Instancesreceives the list of objects which have this one in their archetype chain

◆ GetAssetRegistryTags() [1/4]

void UObject::GetAssetRegistryTags ( FAssetData Out) const

◆ GetAssetRegistryTags() [2/4]

void UObject::GetAssetRegistryTags ( FAssetRegistryTagsContext  Context) const
virtual

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

Parameters
OutTagsA list of key-value pairs associated with this object and their types

Reimplemented in UClass, UAnimSequence, UPoseAsset, UBlueprintGeneratedClass, USkeletalMesh, UStaticMesh, UTexture2D, UTexture2DArray, UTextureCube, UTextureCubeArray, UVolumeTexture, UParticleSystem, UPhysicsAsset, UDialogueVoice, UDialogueWave, USoundWave, USoundWaveProcedural, UStreamableSparseVolumeTexture, URuntimeVirtualTexture, UMaterial, UMaterialFunctionInterface, UGeometryCollectionCache, UInterchangeSceneImportAsset, UBaseMediaSource, UNNEModelData, UBasicOverlays, and ULocalizedOverlays.

◆ GetAssetRegistryTags() [3/4]

void UObject::GetAssetRegistryTags ( FAssetRegistryTagsContext  Context,
FAssetData Out 
) const

Gathers a list of asset registry tags for an FAssetData. Output data will be removed from the Context and moved onto the Out FAssetData.

◆ GetAssetRegistryTags() [4/4]

◆ GetConfigOverridePlatform()

virtual const TCHAR * UObject::GetConfigOverridePlatform ( ) const
inlinevirtual

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

Reimplemented in UAutomationTestPlatformSettings, UPlatformSettings, UDeviceProfile, and UShaderPlatformQualitySettings.

◆ GetDefaultConfigFilename()

FString UObject::GetDefaultConfigFilename ( ) const

Get the default config filename for the specified UObject

◆ GetDefaultSubobjectByName()

UObject * UObject::GetDefaultSubobjectByName ( FName  ToFind)

Finds a default subobject associated with this object instance by its name.

Parameters
NameObject name to look for matching the SubobjectName used to create the default subobject

◆ GetDefaultSubobjects()

void UObject::GetDefaultSubobjects ( TArray< UObject * > &  OutDefaultSubobjects)

Gets all directly nested default subobjects that are associated with this object instance.

Parameters
OutDefaultSubobjectsArray containing the directly nested default subobjects of this object.

◆ GetDesc()

virtual FString UObject::GetDesc ( void  )
inlinevirtual

◆ GetDetailedInfo()

FString UObject::GetDetailedInfo ( ) const

This will return detail info about this specific object. (e.g. AudioComponent will return the name of the cue, ParticleSystemComponent will return the name of the ParticleSystem) The idea here is that in many places you have a component of interest but what you really want is some characteristic that you can use to track down where it came from.

Note
safe to call on NULL object pointers!

◆ GetDetailedInfoInternal()

virtual FString UObject::GetDetailedInfoInternal ( ) const
inlineprotectedvirtual

This function actually does the work for the GetDetailedInfo() and is virtual.
It should only be called from GetDetailedInfo as GetDetailedInfo is safe to call on NULL object pointers

Reimplemented in ASkeletalMeshActor, ALODActor, USkinnedAsset, and AEmitter.

◆ GetExporterName()

virtual FName UObject::GetExporterName ( void  )
inlinevirtual

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

Reimplemented in UDialogueVoice, and USoundWave.

◆ GetFunctionCallspace()

virtual int32 UObject::GetFunctionCallspace ( UFunction Function,
FFrame Stack 
)
inlinevirtual

Return the space this function should be called. Checks to see if this function should be called locally, remotely, or simply absorbed under the given conditions

Parameters
Functionfunction to call
Stackstack frame for the function call
Returns
bitmask representing all callspaces that apply to this UFunction in the given context

Reimplemented in UActorComponent, AActor, USubsystem, and UMovieSceneSequencePlayer.

◆ GetGlobalUserConfigFilename()

FString UObject::GetGlobalUserConfigFilename ( ) const

Get the global user override config filename for the specified UObject

◆ GetLifetimeReplicatedProps()

void UObject::GetLifetimeReplicatedProps ( TArray< class FLifetimeProperty > &  OutLifetimeProps) const
virtual

Returns the list of replicated properties for the class and their replication configuration. This function used to require every replicated property of the class to be registered in the array. But now you can leave it empty (or call the Super) and the class's replicated properties will still be replicated. The NetDriver will automatically add all properties that are CPF_Net and not found in the array. Note that these auto-added properties will use default configs: No conditions, PushModel = off, etc.

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

Reimplemented in UActorComponent, AActor, AController, ALightWeightInstanceManager, ALightWeightInstanceStaticMeshManager, APlayerController, UClusterUnionReplicatedProxyComponent, ALevelInstance, and UNetworkPhysicsComponent.

◆ GetNativePropertyValues()

virtual bool UObject::GetNativePropertyValues ( TMap< FString, FString > &  out_PropertyValues,
uint32  ExportFlags = 0 
) const
inlinevirtual

Callback for retrieving a textual representation of natively serialized properties. Child classes should implement this method if they wish to have natively serialized property values included in things like diffcommandlet output.

Parameters
out_PropertyValuesreceives the property names and values which should be reported for this object. The map's key should be the name of the property and the map's value should be the textual representation of the property's value. The property value should be formatted the same way that FProperty::ExportText formats property values (i.e. for arrays, wrap in quotes and use a comma as the delimiter between elements, etc.)
ExportFlagsbitmask of EPropertyPortFlags used for modifying the format of the property values
Returns
true if property values were added to the map.

◆ GetNetPushIdDynamic()

virtual uint64 UObject::GetNetPushIdDynamic ( ) const
inlinevirtual

Should only ever be used by internal systems.

◆ GetPreloadDependencies()

void UObject::GetPreloadDependencies ( TArray< UObject * > &  OutDeps)
virtual

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

Parameters
OutDepsall objects that will be preloaded when this is serialized at load time

Reimplemented in UStruct, UClass, UAnimSequence, UBlueprintGeneratedClass, UDataTable, and USkeletalMesh.

◆ GetPrestreamPackages()

virtual void UObject::GetPrestreamPackages ( TArray< UObject * > &  OutPrestream)
inlinevirtual

Called during cooking. Returns a list of objects. The packages containing those objects will be prestreamed, when the package containing this is loaded. Only used by the EDL.

Parameters
OutPrestreamall objects that will be prestreamed when this packages is streamed

◆ GetPrimaryAssetId()

FPrimaryAssetId UObject::GetPrimaryAssetId ( ) const
virtual

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

Reimplemented in UBlueprintGeneratedClass, UPrimaryDataAsset, and UWorld.

◆ GetProjectUserConfigFilename()

FString UObject::GetProjectUserConfigFilename ( ) const

Get the project user override config filename for the specified UObject

◆ GetReplicatedCustomConditionState()

void UObject::GetReplicatedCustomConditionState ( FCustomPropertyConditionState OutActiveState) const
virtual

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

Reimplemented in AActor.

◆ GetResourceSizeBytes()

SIZE_T UObject::GetResourceSizeBytes ( EResourceSizeMode::Type  Mode)
inline

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

Parameters
ModeIndicates which resource size should be returned.
Returns
The cumulative size of this object in memory

◆ GetResourceSizeEx()

void UObject::GetResourceSizeEx ( FResourceSizeEx CumulativeResourceSize)
virtual

Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

Parameters
CumulativeResourceSizeStruct used to count up the cumulative size of the resource as to be displayed to artists/LDs in the Editor.

Reimplemented in UAnimBank, UAnimComposite, UAnimSequenceBase, UAnimStreamable, UBlendSpace, UDataTable, UFont, UFontFace, USkeletalMesh, UStaticMesh, UTexture2D, UTexture2DArray, UTextureCube, UTextureCubeArray, UVolumeTexture, UBodySetup, UPhysicsAsset, USoundWave, USparseVolumeTextureFrame, UStreamableSparseVolumeTexture, UVectorFieldStatic, UMaterial, UMaterialInstance, UModel, UWorldPartitionLevelStreamingPolicy, UMassEntitySubsystem, UMediaTexture, and UWebBrowserTexture.

◆ GetRestoreForUObjectOverwrite()

virtual FRestoreForUObjectOverwrite * UObject::GetRestoreForUObjectOverwrite ( )
inlinevirtual

Save information for StaticAllocateObject in the case of overwriting an existing object. StaticAllocateObject will call delete on the result after calling Restore()

Returns
An FRestoreForUObjectOverwrite that can restore the object or NULL if this is not necessary.

Reimplemented in UClass.

◆ GetSparseClassDataStruct()

UScriptStruct * UObject::GetSparseClassDataStruct ( ) const

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

◆ GetSubobjectsWithStableNamesForNetworking()

virtual void UObject::GetSubobjectsWithStableNamesForNetworking ( TArray< UObject * > &  ObjList)
inlinevirtual

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

◆ HasNonEditorOnlyReferences()

virtual bool UObject::HasNonEditorOnlyReferences ( ) const
inlinevirtual

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)

Returns
true if this object's references should be marked as used in game even when the object is editoronly

Reimplemented in UBlueprint.

◆ Implements()

template<class T >
bool UObject::Implements ( ) const
inline

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

◆ ImportCustomProperties()

virtual void UObject::ImportCustomProperties ( const TCHAR SourceText,
FFeedbackContext Warn 
)
inlinevirtual

Exports the property values for the specified object as text to the output device. Required for Copy&Paste Override this if you need custom support for copy/paste.

Parameters
SourceTextThe input data (zero terminated), will never be null
WarnFor error reporting, will never be null
See also
ExportCustomProperties()

Reimplemented in UTexture, and UDynamicMesh.

◆ InstanceSubobjectTemplates()

void UObject::InstanceSubobjectTemplates ( struct FObjectInstancingGraph InstanceGraph = NULL)

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

◆ IsAsset()

bool UObject::IsAsset ( ) const
virtual

Returns true if this object is considered an asset.

Reimplemented in UUserWidget, UClass, UDEPRECATED_MetaData, UPackage, UBlueprintGeneratedClass, AActor, and UModel.

◆ IsBasedOnArchetype()

bool UObject::IsBasedOnArchetype ( const UObject *const  SomeObject) const
inline

Determine if this object has SomeObject in its archetype chain.

◆ IsCapturingAsRootObjectForTransaction()

UE_FORCEINLINE_HINT bool UObject::IsCapturingAsRootObjectForTransaction ( ) const
inline

◆ IsDestructionThreadSafe()

bool UObject::IsDestructionThreadSafe ( ) const
virtual

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

Returns
true if this object's destructor is thread safe

◆ IsEditorOnly()

virtual bool UObject::IsEditorOnly ( ) const
inlinevirtual

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

Returns
true if this object should never be loaded outside the editor

Reimplemented in UDataflow, UWaveformTransformationBase, UWaveformTransformationChain, UAnimDataModel, UBoundsCopyComponent, UAssetImportData, UPrimaryAssetLabel, AActor, UActorTextureStreamingBuildDataComponent, AWorldPartitionHLOD, UAnimSequenceLevelSequenceLink, ULevelSequenceAnimSequenceLink, and UMeshDescriptionBaseBulkData.

◆ IsFullNameStableForNetworking()

bool UObject::IsFullNameStableForNetworking ( ) const
virtual

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

◆ IsInBlueprint()

bool UObject::IsInBlueprint ( ) const

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

◆ IsLocalizedResource()

bool UObject::IsLocalizedResource ( ) const
virtual

Returns true if this object is considered a localized resource.

◆ IsNameStableForNetworking()

bool UObject::IsNameStableForNetworking ( ) const
virtual

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

Reimplemented in UClass, UPackage, UActorComponent, ULevel, and AActor.

◆ IsPostLoadThreadSafe()

virtual bool UObject::IsPostLoadThreadSafe ( ) const
inlinevirtual

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

Returns
true if this object's PostLoad is thread safe

Reimplemented in UPackage, UAnimSequenceBase, UPoseAsset, USkeleton, UTimelineComponent, USkeletalMesh, UStaticMesh, UTexture, UParticleSystem, UAsyncLoadingTests_Shared, UMediaTexture, UMovieScene, UMovieSceneSection, UMovieSceneTrack, and UWidgetAnimation.

◆ IsReadyForAsyncPostLoad()

virtual bool UObject::IsReadyForAsyncPostLoad ( ) const
inlinevirtual

Called before calling PostLoad() in FAsyncPackage::PostLoadObjects(). This is the safeguard to prevent PostLoad() from stalling the main thread.

Reimplemented in UTexture2D, and UAsyncLoadingTests_Shared.

◆ IsReadyForFinishDestroy()

virtual bool UObject::IsReadyForFinishDestroy ( )
inlinevirtual

Called to check if the object is ready for FinishDestroy. This is called after BeginDestroy to check the completion of the potentially asynchronous object cleanup.

Returns
True if the object's asynchronous cleanup has completed and it is ready for FinishDestroy to be called.

Reimplemented in UAnimBank, UAnimSequence, ULevel, UMapBuildDataRegistry, USkeletalMesh, UStaticMesh, UStreamableRenderAsset, UTexture, UWorld, AActor, USubUVAnimation, UDialogueVoice, UDialogueWave, USoundWave, UMaterial, UMaterialInstance, UMaterialInterface, UModel, UGeometryCollection, and UMovieSceneEntitySystem.

◆ IsSafeForRootSet()

bool UObject::IsSafeForRootSet ( ) const
virtual

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

Reimplemented in UBlendProfile, and UEdGraphPin_Deprecated.

◆ IsSelected()

bool UObject::IsSelected ( ) const

Test the selection state of a UObject

Returns
true if the object is selected, false otherwise.

◆ IsSupportedForNetworking()

bool UObject::IsSupportedForNetworking ( ) const
virtual

IsSupportedForNetworking means an object can be referenced over the network

Reimplemented in UMovieSceneSequencePlayer, UEnvQueryInstanceBlueprintWrapper, UActorComponent, AActor, and UGameplayTask.

◆ LoadConfig()

void UObject::LoadConfig ( UClass ConfigClass = nullptr,
const TCHAR Filename = nullptr,
uint32  PropagationFlags = UE::LCPF_None,
class FProperty PropertyToLoad = nullptr,
TArray< UE::ConfigAccessTracking::FConfigAccessData > *  OutAccessedKeys = nullptr 
)

Imports property values from an .ini file.

Parameters
Classthe class to use for determining which section of the ini to retrieve text values from
Filenameindicates the filename to load values from; if not specified, uses ConfigClass's ClassConfigName
PropagationFlagsindicates how this call to LoadConfig should be propagated; expects a bitmask of UE::ELoadConfigPropagationFlags values.
PropertyToLoadif specified, only the ini value for the specified property will be imported.
OutAccessedKeysif specified the object is not modified and (EditorOnly) all the config keys it would read are added to OutAccessedKeys. In non-editor, function returns with no action.

◆ MarkAsEditorOnlySubobject()

virtual void UObject::MarkAsEditorOnlySubobject ( )
inlinevirtual

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

◆ Modify()

UE_FORCEINLINE_HINT bool UObject::Modify ( bool  bAlwaysMarkDirty = true)
inline

◆ NeedsLoadForClient()

bool UObject::NeedsLoadForClient ( ) const
virtual

Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients

Returns
true if this object should be loaded on clients

Reimplemented in UField, UPackage, UActorComponent, UDistributionFloat, UDistributionVector, UBlueprint, UBlueprintGeneratedClass, UDataTable, and UMeshDescriptionBaseBulkData.

◆ NeedsLoadForEditorGame()

virtual bool UObject::NeedsLoadForEditorGame ( ) const
inlinevirtual

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

Returns
true if this object should always be loaded for games running in editor builds

Reimplemented in UDEPRECATED_MetaData, UActorComponent, UDistributionFloat, UDistributionVector, UBlueprint, UBlueprintGeneratedClass, UDataTable, and UMeshDescriptionBaseBulkData.

◆ NeedsLoadForServer()

bool UObject::NeedsLoadForServer ( ) const
virtual

Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers

Returns
true if this object should be loaded on servers

Reimplemented in UField, UPackage, UActorComponent, UDistributionFloat, UDistributionVector, UBlueprint, UBlueprintGeneratedClass, ARuntimeVirtualTextureVolume, AWorldPartitionHLOD, UMeshDescriptionBaseBulkData, UWidgetBlueprintGeneratedClass, and UVisual.

◆ NeedsLoadForTargetPlatform()

bool UObject::NeedsLoadForTargetPlatform ( const class ITargetPlatform TargetPlatform) const
virtual

Called during saving to determine the load flags to save with the object. If false, this object will be discarded on the target platform

Returns
true if this object should be loaded on the target platform

◆ OutputReferencers()

void UObject::OutputReferencers ( FOutputDevice Ar,
FReferencerInformationList Referencers = NULL 
)

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

Parameters
Arthe output device to send output to
Referencersoptionally allows the caller to specify the list of references to output.

◆ OverrideConfigSection()

virtual void UObject::OverrideConfigSection ( FString &  SectionName)
inlinevirtual

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

Parameters
SectionNameReference to the unmodified config section name, that can be altered/modified

Reimplemented in UAutomationTestPlatformSettings.

◆ OverridePerObjectConfigSection()

virtual void UObject::OverridePerObjectConfigSection ( FString &  SectionName)
inlinevirtual

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

Parameters
SectionNameReference to the unmodified config section name, that can be altered/modified

Reimplemented in UNetAnalyticsAggregatorConfig.

◆ ParseParms()

void UObject::ParseParms ( const TCHAR Parms)

Import an object from a file.

◆ PostCDOContruct()

virtual void UObject::PostCDOContruct ( )
inlinevirtual

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

Reimplemented in UDeviceProfileManager, UTexture, and UMaterialInterface.

◆ PostDuplicate() [1/2]

virtual void UObject::PostDuplicate ( bool  bDuplicateForPIE)
inlinevirtual

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

Reimplemented in UAnimDataModel, USkeleton, UWorld, UDialogueVoice, UDialogueWave, UMaterial, UMaterialExpressionNamedRerouteDeclaration, UMaterialFunctionInterface, UMaterialInstance, UMaterialInterface, UModel, UTickableConstraint, UTickableTransformConstraint, UInterchangePipelineBase, ULandscapeInfoMap, ULevelSequence, UMediaPlayer, UMovieSceneSection, UMovieSceneSequence, and UUserWidget.

◆ PostDuplicate() [2/2]

◆ PostEditImport()

virtual void UObject::PostEditImport ( )
inlinevirtual

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

Reimplemented in UTexture, USoundNodeRandom, UMovieSceneSection, UMovieSceneBoolSection, UMovieSceneComponentMaterialParameterSection, UMovieSceneParameterSection, UMovieSceneFloatVectorSection, and UMovieSceneDoubleVectorSection.

◆ PostInitProperties()

void UObject::PostInitProperties ( )
virtual

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.

Reimplemented in UAISystem, UBlackboardData, UBTDecorator_BlueprintBase, UEnvQuery, UAISense, UAISense_Hearing, UAISense_Sight, UAutomationTestExcludelistConfig, UCineCameraSettings, UClass, UPackage, UDeveloperSettingsBackedByCVars, UAnimInstance, UAnimSequence, USkeleton, UActorComponent, UDataDrivenConsoleVariableSettings, UAssetManager, UBlueprintGeneratedClass, UStreamingSettings, UGarbageCollectionSettings, UGameViewportClient, ULevel, UMeshSimplificationSettings, UNetDriver, UNetworkSettings, UProxyLODMeshSimplificationSettings, URendererSettings, URuntimeOptionsBase, USkeletalMesh, USkeletalMeshSimplificationSettings, UStaticMesh, UTexture, UUserInterfaceSettings, AActor, UInputSettings, UPlayerInput, UPlatformGameInstance, UParticleModuleLocation, USubUVAnimation, UPhysicalMaterialMask, UBodySetup, UPhysicsSettings, USoundNodeEnveloper, USoundWave, UStreamableSparseVolumeTexture, UMaterialExternalCodeCollection, UMaterial, UMaterialExpressionNamedRerouteDeclaration, UMaterialFunctionInterface, UMaterialInstance, UMaterialInterface, UMaterialParameterCollection, UTickableConstraint, UChaosSolverSettings, UGeometryCollection, UGameplayTaskResource, ULandscapeSplineSegment, ULevelSequence, ALevelSequenceActor, ULevelSequenceProjectSettings, UMassEntitySettings, UMassObserverProcessor, UMassProcessor, UMassModuleSettings, UMediaPlayer, UMediaTexture, UMovieScene, UMovieSceneSection, UMovieSceneSignedObject, UMovieSceneTrack, UMovieSceneCapture, UNavArea, ANavigationData, UNavigationSystemV1, UNavigationSystemModuleConfig, ANavSystemConfigOverride, UBasicOverlays, ULocalizedOverlays, URuntimeAssetCacheBuilder_ObjectBase, UTextureImportSettings, and UWidgetStateSettings.

◆ PostInterpChange()

virtual void UObject::PostInterpChange ( FProperty PropertyThatChanged)
inlinevirtual

◆ PostLoad()

void UObject::PostLoad ( )
virtual

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.

Reimplemented in UBlackboardKeyType_Struct, UBlackboardData, UBTDecorator_BlueprintBase, UBTTask_SetKeyValueClass, UBTTask_SetKeyValueEnum, UBTTask_SetKeyValueObject, UBTTask_SetKeyValueStruct, UEnvQuery, UEnvQueryTest, UEnvQueryTest_GameplayTags, UClothingAssetCommon, UClothLODDataCommon_Legacy, UClothConfigNv, UField, UStruct, UFunction, UClass, UEnumCookedMetaData, UStructCookedMetaData, UClassCookedMetaData, UAnimationAsset, UAnimBank, UAnimBlueprintGeneratedClass, UAnimComposite, UAnimDataModel, UAnimNotify_PlayParticleEffect, UAnimSequence, UAnimSequenceBase, UAnimSet, UAnimStreamable, UBlendProfile, UBlendSpace, UMirrorDataTable, UMorphTarget, UPoseAsset, USkeleton, UActorComponent, UCurveLinearColor, UBlueprintGeneratedClass, UPrimaryDataAsset, UFont, UFontFace, ULevel, ULevelStreaming, ALODActor, UMapBuildDataRegistry, APlanarReflection, ASceneCapture, USkeletalMesh, USkinnedAsset, UStaticMesh, UTexture, UTexture2D, UTexture2DArray, UTextureCollection, UTextureCube, UTextureCubeArray, UVolumeTexture, UWorld, AActor, UCharacterMovementComponent, UMovementComponent, APlayerController, AEmitterCameraLensEffectBase, UParticleSystem, USubUVAnimation, UPhysicalMaterialMask, UBodySetup, UPhysicsAsset, APhysicsConstraintActor, UDialogueWave, USoundClass, USoundCue, USoundNodeMature, USoundNodeQualityLevel, USoundNodeRandom, USoundNodeSoundClass, USoundSubmixBase, USoundSubmix, USoundfieldSubmix, UEndpointSubmix, USoundfieldEndpointSubmix, USoundWave, USparseVolumeTextureFrame, UStreamableSparseVolumeTexture, UVectorFieldStatic, URuntimeVirtualTexture, UVirtualTextureBuilder, UAsyncLoadingTests_Shared, AInstancedPlacementPartitionActor, UStringTable, UMaterial, UMaterialExpressionNamedRerouteDeclaration, UMaterialFunction, UMaterialFunctionInterface, UMaterialInstance, AMaterialInstanceActor, UMaterialInterface, UMaterialParameterCollection, UModel, UDEPRECATED_DataLayer, AWorldPartitionHLOD, AMapBuildDataActor, UWorldPartitionRuntimeSpatialHash, UTickableConstraint, UConstraintsManager, UTransformableComponentHandle, UTickableTransformConstraint, AChaosSolverActor, UDataflow, UGeometryCollection, AInstancedFoliageActor, UInterchangeAssetImportData, UInterchangePythonPipelineAsset, UInterchangeSceneImportAsset, ULandscapeSplineControlPoint, ULandscapeSplineSegment, UMaterialExpressionLandscapeLayerSwitch, UMaterialExpressionLandscapeLayerWeight, ULevelSequence, ALevelSequenceActor, UMediaPlayer, UMediaTexture, UMovieScene, UMovieSceneSequence, UMovieSceneSignedObject, UMovieSceneTrack, UMovieSceneBoolSection, UMovieSceneSubSection, UMovieSceneSpawnTrack, UMovieScene3DConstraintSection, UMovieScene3DTransformSection, UMovieSceneActorReferenceSection, UMovieSceneAudioSection, UMovieSceneCameraCutSection, UMovieSceneCameraShakeSection, UMovieSceneEventSection, UMovieSceneObjectPropertySection, UMovieSceneSkeletalAnimationSection, UMovieSceneByteTrack, UMovieSceneEnumTrack, UMovieScenePropertyTrack, UMovieSceneSkeletalAnimationTrack, UMovieSceneVisibilityTrack, AAbstractNavData, UNavArea, ANavigationData, UPhysicalMaterial, UWidgetAnimation, UUserWidget, UWidgetBlueprintGeneratedClass, UWidgetTree, UBackgroundBlur, UBorder, UButton, UListView, UNamedSlot, UPanelWidget, and UWindowTitleBarArea.

◆ PostLoadSubobjects()

void UObject::PostLoadSubobjects ( FObjectInstancingGraph OuterInstanceGraph)
virtual

Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.

Parameters
OuterInstanceGraphwhen calling this method on subobjects, specifies the instancing graph which contains all instanced subobjects and components for a subobject root.

Reimplemented in AActor.

◆ PostNetReceive()

void UObject::PostNetReceive ( )
virtual

Called right after receiving a bunch

Reimplemented in AActor, AGameplayDebuggerCategoryReplicator, ALevelSequenceActor, and UMovieSceneSequencePlayer.

◆ PostReinitProperties()

void UObject::PostReinitProperties ( )
virtual

Called after properties are overwritten, including after subobjects initialization from a CDO. This could be called multiple times during an object lifetime, which is not the case for PostInitProperties which is expected to be called only once.

◆ PostReloadConfig()

virtual void UObject::PostReloadConfig ( class FProperty PropertyThatWasLoaded)
inlinevirtual

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

Reimplemented in UAndroidRuntimeSettings, UDeviceProfile, UAssetManagerSettings, UCollisionProfile, UInputSettings, UChaosSolverSettings, UIOSRuntimeSettings, URuntimeOptionsBase, and UNetDriver.

◆ PostRename()

void UObject::PostRename ( UObject OldOuter,
const FName  OldName 
)
virtual

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

Reimplemented in UActorComponent, AActor, UMovieSceneSection, and UMovieSceneAudioTrack.

◆ PostRepNotifies()

virtual void UObject::PostRepNotifies ( )
inlinevirtual

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

Reimplemented in UClusterUnionReplicatedProxyComponent.

◆ PostSaveRoot()

void UObject::PostSaveRoot ( FObjectPostSaveRootContext  ObjectSaveContext)
virtual

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.

Parameters
ObjectSaveContextContext providing access to parameters of the save and to values from PreSaveRoot

Reimplemented in UWorld, and AActor.

◆ PreDestroyFromReplication()

void UObject::PreDestroyFromReplication ( )
virtual

Called right before being marked for destruction due to network replication

◆ PreDuplicate()

virtual void UObject::PreDuplicate ( FObjectDuplicationParameters DupParams)
inlinevirtual

Called before duplication.

Parameters
DupParamsthe full parameters the object will be duplicated with. Allows access to modify params such as the duplication seed for example for pre-filling the dup-source => dup-target map used by StaticDuplicateObject.
See also
FObjectDuplicationParameters

Reimplemented in ULevel, and UWorld.

◆ PreNetReceive()

void UObject::PreNetReceive ( )
virtual

Called right before receiving a bunch

Reimplemented in AActor.

◆ PreSave()

void UObject::PreSave ( FObjectPreSaveContext  SaveContext)
virtual

Presave function. Gets called once before an object gets serialized for saving. This function is necessary for save time computation as Serialize gets called three times per object from within SavePackage.

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

Reimplemented in UBaseMediaSource, UPlatformMediaSource, UEnvQueryTest_GameplayTags, UVerseEnum, UAnimBank, UAnimSequence, UAnimStreamable, UPoseAsset, ULevel, USkeletalMesh, UTexture, UTexture2D, AActor, UParticleSystem, UMaterial, UMaterialFunctionEditorOnlyData, UMaterialFunction, UMaterialInterface, UWorldPartitionRuntimeSpatialHash, UMovieScene, UMovieSceneSequence, UUserWidget, UWidgetTree, UWidget, USoundBase, UModel, UGeometryCollection, and UMovieScene3DTransformSection.

◆ PreSaveRoot()

void UObject::PreSaveRoot ( FObjectPreSaveRootContext  ObjectSaveContext)
virtual

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.

Parameters
ObjectSaveContextContext providing access to parameters of the save, Also allows storage of variables like bCleanupIsRequired for use in PostSaveRoot

Reimplemented in UWorld, and AActor.

◆ ProcessConsoleExec()

virtual bool UObject::ProcessConsoleExec ( const TCHAR Cmd,
FOutputDevice Ar,
UObject Executor 
)
inlinevirtual

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

◆ ProcessEvent()

void UObject::ProcessEvent ( UFunction Function,
void Parms 
)
virtual

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

Reimplemented in AActor.

◆ RegenerateClass()

virtual UClass * UObject::RegenerateClass ( UClass ClassToRegenerate,
UObject PreviousCDO 
)
inlinevirtual

Called on the target when a class is loaded with ClassGeneratedBy is loaded. Should regenerate the class if needed, and return the updated class

Returns
Updated instance of the class, if needed, or NULL if no regeneration was necessary

◆ RegisterReplicationFragments()

void UObject::RegisterReplicationFragments ( UE::Net::FFragmentRegistrationContext Context,
UE::Net::EFragmentRegistrationFlags  RegistrationFlags 
)
virtual

RegisterReplicationFragments is called when we an object is added to the ReplicationSystem, it allows an object to register new or existing ReplicationFragments describing data to be replicated and how it should be accessed For more information about ReplicationFragments see ReplicationFragment.h

Parameters
ContextContext FFragmentRegistrationContext in which FReplicationFragments could be registered
RegistrationFlagsFlags specifying what should be registered in the call

Reimplemented in UActorComponent, AActor, UGameplayTask, and UMovieSceneSequencePlayer.

◆ ReinitializeProperties()

void UObject::ReinitializeProperties ( UObject SourceObject = NULL,
struct FObjectInstancingGraph InstanceGraph = NULL 
)

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

Parameters
SourceObjectthe object to use for initializing property values in this object. If not specified, uses this object's archetype.
InstanceGraphcontains the mappings of instanced objects and components to their templates

◆ ReloadConfig()

void UObject::ReloadConfig ( UClass ConfigClass = NULL,
const TCHAR Filename = NULL,
uint32  PropagationFlags = UE::LCPF_None,
class FProperty PropertyToLoad = NULL 
)

Wrapper method for LoadConfig that is used when reloading the config data for objects at runtime which have already loaded their config data at least once. Allows the objects the receive a callback that its configuration data has been reloaded.

Parameters
Classthe class to use for determining which section of the ini to retrieve text values from
Filenameindicates the filename to load values from; if not specified, uses ConfigClass's ClassConfigName
PropagationFlagsindicates how this call to LoadConfig should be propagated; expects a bitmask of UE::ELoadConfigPropagationFlags values.
PropertyToLoadif specified, only the ini value for the specified property will be imported

◆ Rename()

bool UObject::Rename ( const TCHAR NewName = nullptr,
UObject NewOuter = nullptr,
ERenameFlags  Flags = REN_None 
)
virtual

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

Remarks
A unique name will be generated if NewName is null and if either is true: NewOuter is null or NewOuter equals the current outer.
Parameters
NewNameThe new name of the object, if null then NewOuter should be set
NewOuterNew Outer this object will be placed within, if null it will use the current outer
FlagsFlags to specify what happens during the rename

Reimplemented in UModel, UActorComponent, UClass, UPackage, AActor, UStringTable, UMaterialFunctionInterface, UMaterialInterface, and ULevelSequence.

◆ ResolveSubobject()

virtual bool UObject::ResolveSubobject ( const TCHAR SubObjectPath,
UObject *&  OutObject,
bool  bLoadIfExists 
)
inlinevirtual

Called to defer loading a subobject to its top-level container object. Useful with the package override feature, where an object might not be saved in the same package as its outer, especially if the the top-level object does lazy loading of these objects.

Parameters
SubObjectPathobject path to handle, relative to the current implementer
OutObjectreceives the loaded object, or existing loaded object if bOnlyTestExistence is true and object is already loaded
bLoadIfExistsif true, load the object if it exists
Returns
true if the object loaded or exists, depending on bLoadIfExists

Reimplemented in ULevel, UWorld, and UWorldPartition.

◆ RetrieveReferencers()

void UObject::RetrieveReferencers ( TArray< FReferencerInformation > *  OutInternalReferencers,
TArray< FReferencerInformation > *  OutExternalReferencers 
)

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

◆ SaveConfig() [1/2]

void UObject::SaveConfig ( const FSaveConfigContext Context)

◆ SaveConfig() [2/2]

void UObject::SaveConfig ( uint64  RequiredPropertyFlags = CPF_Config,
const TCHAR Filename = nullptr,
FConfigCacheIni Config = GConfig,
bool  bAllowCopyToDefaultObject = true 
)

Save configuration out to ini files

Warning
Must be safe to call on class-default object

◆ Serialize() [1/2]

virtual COREUOBJECT_API void UObject::Serialize ( FArchive Ar)
virtual

Handles reading, writing, and reference collecting using FArchive. This implementation handles all FProperty serialization, but can be overridden for native variables.

Reimplemented in ARuntimeVirtualTextureVolume, UDataflowBaseContent, UDataflowEdNode, UDataflow, UFieldSystem, UGeometryCollection, UProceduralFoliageSpawner, UAssetRegistryImpl, UAudioAnalyzerNRT, UClothingAssetCommon, UClothLODDataCommon_Legacy, UClothConfigNv, UTextBuffer, UField, UStruct, UScriptStruct, UFunction, USparseDelegateFunction, UEnum, UClass, UPackageMap, UDEPRECATED_MetaData, UPackage, UProperty, UByteProperty, UBoolProperty, UObjectPropertyBase, UClassProperty, USoftClassProperty, UInterfaceProperty, UArrayProperty, UMapProperty, USetProperty, UStructProperty, UDelegateProperty, UMulticastDelegateProperty, UEnumProperty, UVerseEnum, UParametricSurfaceData, UDatasmithMesh, UAnimationAsset, UAnimBank, UAnimBlueprintGeneratedClass, UAnimInstance, UAnimSequence, UAnimSequenceBase, UAnimStreamable, UBlendSpace, UMorphTarget, UPoseAsset, USkeleton, UActorComponent, UCurveLinearColor, UEdGraphNode, UActorChannel, UBlueprint, UBlueprintCore, UBlueprintGeneratedClass, UChannel, UCurveTable, UDemoNetConnection, UDemoNetDriver, UEngine, UFont, UFontFace, UInheritableComponentHandler, ULevel, ULevelStreaming, ALODActor, UMapBuildDataRegistry, UNetConnection, UNetDriver, UPackageMapClient, UPendingNetGame, ASceneCapture, USkeletalMesh, USkeletalMeshLODSettings, USkeletalMeshSocket, UStaticMesh, UTexture, UTexture2D, UTexture2DArray, UTextureCube, UTextureCubeArray, UUserDefinedEnum, UVolumeTexture, UWorld, AActor, UMovementComponent, UNavMovementComponent, UPawnMovementComponent, APlayerController, UParticleSystem, UBodySetup, UPhysicsAsset, UDialogueWave, USoundBase, USoundClass, USoundNode, USoundNodeEnveloper, USoundNodeQualityLevel, USoundNodeWavePlayer, USoundSubmix, USoundWave, USoundWaveProcedural, USparseVolumeTextureFrame, UStreamableSparseVolumeTexture, UVectorFieldStatic, UVirtualTextureBuilder, UAsyncLoadingTests_Shared, AInstancedPlacementPartitionActor, UStringTable, ALevelInstance, UMaterial, UMaterialExpressionColorRamp, UMaterialFunction, UMaterialFunctionInterfaceEditorOnlyData, UMaterialInstance, UMaterialInterfaceEditorOnlyData, UMaterialInterface, UModel, APackedLevelActor, UReplayNetConnection, AWorldPartitionHLOD, UWorldPartition, UWorldPartitionRuntimeSpatialHash, AChaosSolverActor, AInstancedFoliageActor, UInterchangePipelineBase, UInterchangeBaseNode, UInterchangeAssetImportData, ULandscapeHeightmapTextureEdgeFixup, ULandscapeInfo, ULandscapeInfoMap, ULandscapeLayerInfoObject, ULandscapeSplineControlPoint, ULandscapeSplineSegment, ULandscapeTextureMipEdgeOverrideFactory, ULandscapeTextureStorageProviderFactory, ULiveLinkSourceSettings, UBaseMediaSource, UPlatformMediaSource, UMeshDescriptionBase, UMeshDescriptionBaseBulkData, UMovieSceneDecorationContainerObject, UMovieSceneScalingAnchors, UMovieScene, UMovieSceneSection, UMovieSceneSequence, UMovieSceneEventSectionBase, UMovieSceneParameterSection, UMovieSceneSkeletalAnimationSection, UMovieSceneFloatVectorSection, UMovieSceneDoubleVectorSection, UMovieScenePropertyTrack, UMovieSceneVisibilityTrack, UNavArea, UNNEModelData, UPhysicalMaterial, UFontBulkData, UTypedElementSelectionSet, UWidgetBlueprintGeneratedClass, UBackgroundBlur, UEditableTextBox, UInputKeySelector, UNamedSlot, UScaleBox, UCharacterMovementComponent, UDataflowMesh, and UDynamicMesh.

◆ Serialize() [2/2]

◆ SerializeScriptProperties() [1/2]

void UObject::SerializeScriptProperties ( FArchive Ar) const

Serializes the script property data located at Data. When saving, only saves those properties which differ from the corresponding value in the specified 'DiffObject' (usually the object's archetype).

Parameters
Arthe archive to use for serialization

◆ SerializeScriptProperties() [2/2]

void UObject::SerializeScriptProperties ( FStructuredArchive::FSlot  Slot) const

Serializes the script property data located at Data. When saving, only saves those properties which differ from the corresponding value in the specified 'DiffObject' (usually the object's archetype).

Parameters
Slotthe archive slot to serialize to

◆ SetLinker()

void UObject::SetLinker ( FLinkerLoad LinkerLoad,
int32  LinkerIndex,
bool  bShouldDetachExisting = true,
bool  bSilenceLogs = false 
)

Changes the linker and linker index to the passed in one. A linker of NULL and linker index of INDEX_NONE indicates that the object is without a linker.

Parameters
LinkerLoadNew LinkerLoad object to set
LinkerIndexNew LinkerIndex to set
bShouldDetachExistingIf true, detach existing linker and call PostLinkerChange
bSilenceLogsIf true, this function will not output non-fatal log messages

◆ ShutdownAfterError()

virtual void UObject::ShutdownAfterError ( )
inlinevirtual

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

◆ SkipFunction()

void UObject::SkipFunction ( FFrame Stack,
RESULT_DECL  ,
UFunction Function 
)

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

Parameters
Stackthe script stack frame
Resultpointer to where the return value should be written
Functionthe function being called

◆ SourceFileTagName()

const FName & UObject::SourceFileTagName ( )
static

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

◆ TagSubobjects()

void UObject::TagSubobjects ( EObjectFlags  NewFlags)
virtual

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

Parameters
ObjectFlagsObject Flags to enable on the related objects

Reimplemented in UStruct, UClass, and UBlueprint.

◆ TryUpdateDefaultConfigFile()

bool UObject::TryUpdateDefaultConfigFile ( const FString &  SpecificFileLocation = "",
bool  bWarnIfFail = true 
)

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

Parameters
SpecificFileLocationThe Ini file or if Empty the default ini file for the call
bWarnIfFailIf true and unable to update the Ini file due to being read only log a warning
Returns
true if it was able to write false otherwise

◆ UpdateClassesExcludedFromDedicatedClient()

void UObject::UpdateClassesExcludedFromDedicatedClient ( const TArray< FString > &  InClassNames,
const TArray< FString > &  InModulesNames 
)
static

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

◆ UpdateClassesExcludedFromDedicatedServer()

void UObject::UpdateClassesExcludedFromDedicatedServer ( const TArray< FString > &  InClassNames,
const TArray< FString > &  InModulesNames 
)
static

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

◆ UpdateDefaultConfigFile()

void UObject::UpdateDefaultConfigFile ( const FString &  SpecificFileLocation = "")

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

◆ UpdateGlobalUserConfigFile()

void UObject::UpdateGlobalUserConfigFile ( )

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

◆ UpdateProjectUserConfigFile()

void UObject::UpdateProjectUserConfigFile ( )

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

◆ UpdateSinglePropertyInConfigFile()

void UObject::UpdateSinglePropertyInConfigFile ( const FProperty InProperty,
const FString &  InConfigIniName 
)

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

◆ ValidateGeneratedRepEnums()

virtual void UObject::ValidateGeneratedRepEnums ( const TArray< struct FRepRecord > &  ClassReps) const
inlinevirtual

Friends And Related Symbol Documentation

◆ FObjectNetPushIdHelper

◆ Z_Construct_UClass_UObject_NoRegister

COREUOBJECT_API UClass * Z_Construct_UClass_UObject_NoRegister ( )
friend

The documentation for this class was generated from the following files: