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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#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 |
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 UClass * | Z_Construct_UClass_UObject_NoRegister () |
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.
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strong |
| UE_AUTORTFM_ALWAYS_OPEN_NO_MEMORY_VALIDATION UObject::UObject | ( | ) |
Default constructor
| 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
| UE_AUTORTFM_ALWAYS_OPEN UObject::UObject | ( | EStaticConstructor | , |
| EObjectFlags | InFlags | ||
| ) |
DO NOT USE. This constructor is for internal usage only for statically-created objects.
| UE_AUTORTFM_ALWAYS_OPEN UObject::UObject | ( | FVTableHelper & | Helper | ) |
DO NOT USE. This constructor is for internal usage only for hot-reload purposes.
| 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.
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static |
Callback used to allow object register its direct object references that are not already covered by the token stream.
| InThis | Object to collect references from. |
| Collector | FReferenceCollector objects to be used to collect references. |
Returns whether native properties are identical to the one of the passed in component.
| Other | Other component to compare against |
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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.
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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.
| OtherObject | The to find matching sub-objects within. |
| ObjectMapping | The complete mapping between this object hierarchy and the other object hierarchy. |
| void UObject::CallAddReferencedObjects | ( | FReferenceCollector & | Collector | ) |
Helper function to call AddReferencedObjects for this object's class.
| Collector | FReferenceCollector objects to be used to collect references. |
| void UObject::CallFunction | ( | FFrame & | Stack, |
| RESULT_DECL | , | ||
| UFunction * | Function | ||
| ) |
Internal VM method for executing a function
| 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
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inlinevirtual |
Call the actor's function remotely
| Function | function to call |
| Parms | arguments to the function call |
| OutParms | out parameter information (irrelevant for RPC's) |
| Stack | stack frame for the function call |
Reimplemented in UActorComponent, AActor, and UMovieSceneSequencePlayer.
Checks it's ok to perform subobjects check at this time.
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
Checks default sub-object assumptions.
| bForceCheck | Force checks even if not enabled globally. |
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protectedvirtual |
Checks default sub-object assumptions.
Reimplemented in AActor.
| 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
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virtual |
Collect any save override state.
| 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.
| bool UObject::ConditionalFinishDestroy | ( | ) |
Called when an object is actually destroyed, memory should never be accessed again
| void UObject::ConditionalPostLoad | ( | ) |
PostLoad if needed.
| 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.
| OuterInstanceGraph | when calling this method on subobjects, specifies the instancing graph which contains all instanced subobjects and components for a subobject root. |
| void UObject::ConditionalPreload | ( | ) |
Preload if needed. Mostly used in the loader or loader threads.
| UObject * UObject::CreateDefaultSubobject | ( | FName | SubobjectFName, |
| UClass * | ReturnType, | ||
| UClass * | ClassToCreateByDefault, | ||
| bool | bIsRequired, | ||
| bool | bIsTransient | ||
| ) |
Utility function for templates below
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inline |
Create a component or subobject that will be instanced inside all instances of this class.
| TReturnType | Class of return type, all overrides must be of this type |
| SubobjectName | Name of the new component |
| bTransient | True 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 |
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inline |
Create a component or subobject, allows creating a child class and returning the parent class.
| TReturnType | Class of return type, all overrides must be of this type |
| TClassToConstructByDefault | Class of object to actually construct, must be a subclass of TReturnType |
| SubobjectName | Name of the new component |
| bTransient | True 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 |
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inline |
Create a component or subobject only to be used with the editor. They will be stripped out in packaged builds.
| TReturnType | Class of return type, all overrides must be of this type |
| SubobjectName | Name of the new component |
| bTransient | True 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 |
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inline |
Create an optional component or subobject.Optional subobjects will not get created. if a derived class specifies DoNotCreateDefaultSubobject with the subobject name.
| TReturnType | Class of return type, all overrides must be of this type |
| SubobjectName | Name of the new component |
| bTransient | True 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 |
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inline |
Create an optional component or subobject. Optional subobjects will not get created. if a derived class specifies DoNotCreateDefaultSubobject with the subobject name.
| TReturnType | Class of return type, all overrides must be of this type |
| TClassToConstructByDefault | Class of object to actually construct, must be a subclass of TReturnType |
| SubobjectName | Name of the new component |
| bTransient | True 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 |
| UObject::DECLARE_FUNCTION | ( | execAddMulticastDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execArrayConst | ) |
| UObject::DECLARE_FUNCTION | ( | execArrayElement | ) |
| UObject::DECLARE_FUNCTION | ( | execArrayGetByRef | ) |
| UObject::DECLARE_FUNCTION | ( | execAssert | ) |
| UObject::DECLARE_FUNCTION | ( | execAutoRtfmAbortIfNot | ) |
| UObject::DECLARE_FUNCTION | ( | execAutoRtfmStopTransact | ) |
| UObject::DECLARE_FUNCTION | ( | execAutoRtfmTransact | ) |
| UObject::DECLARE_FUNCTION | ( | execBindDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execBitFieldConst | ) |
| UObject::DECLARE_FUNCTION | ( | execBoolVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execBreakpoint | ) |
Breakpoint; only observed in the editor; executing it at any other time is a NOP
| UObject::DECLARE_FUNCTION | ( | execByteConst | ) |
| UObject::DECLARE_FUNCTION | ( | execCallMathFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execCallMulticastDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execCast | ) |
| UObject::DECLARE_FUNCTION | ( | execClassContext | ) |
| UObject::DECLARE_FUNCTION | ( | execClassDefaultVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execClassSparseDataVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execClearMulticastDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execComputedJump | ) |
| UObject::DECLARE_FUNCTION | ( | execContext | ) |
| UObject::DECLARE_FUNCTION | ( | execContext_FailSilent | ) |
| UObject::DECLARE_FUNCTION | ( | execDefaultVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execDoubleConst | ) |
| UObject::DECLARE_FUNCTION | ( | execDoubleToFloatCast | ) |
| UObject::DECLARE_FUNCTION | ( | execDynamicCast | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayAdd | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayAddItem | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayFind | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayFindStruct | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayInsert | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayInsertItem | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayRemove | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArrayRemoveItem | ) |
| UObject::DECLARE_FUNCTION | ( | execDynArraySort | ) |
| UObject::DECLARE_FUNCTION | ( | execEatReturnValue | ) |
| UObject::DECLARE_FUNCTION | ( | execEmptyParmValue | ) |
| UObject::DECLARE_FUNCTION | ( | execEndFunctionParms | ) |
| UObject::DECLARE_FUNCTION | ( | execEndOfScript | ) |
| UObject::DECLARE_FUNCTION | ( | execEqualEqual_DelegateDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execEqualEqual_DelegateFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execFalse | ) |
| UObject::DECLARE_FUNCTION | ( | execFieldPathConst | ) |
| UObject::DECLARE_FUNCTION | ( | execFinalFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execFloatConst | ) |
| UObject::DECLARE_FUNCTION | ( | execFloatToDoubleCast | ) |
| UObject::DECLARE_FUNCTION | ( | execGetDynArrayElement | ) |
| UObject::DECLARE_FUNCTION | ( | execGetDynArrayLength | ) |
| UObject::DECLARE_FUNCTION | ( | execInstanceDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execInstanceVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execInstrumentation | ) |
Instrumentation event for profiling; only observed in the builds with blueprint instrumentation
| UObject::DECLARE_FUNCTION | ( | execInt64Const | ) |
| UObject::DECLARE_FUNCTION | ( | execIntConst | ) |
| UObject::DECLARE_FUNCTION | ( | execIntConstByte | ) |
| UObject::DECLARE_FUNCTION | ( | execInterfaceCast | ) |
| UObject::DECLARE_FUNCTION | ( | execInterfaceContext | ) |
| UObject::DECLARE_FUNCTION | ( | execInterfaceToBool | ) |
| UObject::DECLARE_FUNCTION | ( | execInterfaceToInterface | ) |
| UObject::DECLARE_FUNCTION | ( | execInterfaceToObject | ) |
| UObject::DECLARE_FUNCTION | ( | execInterfaceVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execIntOne | ) |
| UObject::DECLARE_FUNCTION | ( | execIntZero | ) |
| UObject::DECLARE_FUNCTION | ( | execJump | ) |
| UObject::DECLARE_FUNCTION | ( | execJumpIfNot | ) |
| UObject::DECLARE_FUNCTION | ( | execLet | ) |
| UObject::DECLARE_FUNCTION | ( | execLetBool | ) |
| UObject::DECLARE_FUNCTION | ( | execLetDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execLetMulticastDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execLetObj | ) |
| UObject::DECLARE_FUNCTION | ( | execLetValueOnPersistentFrame | ) |
| UObject::DECLARE_FUNCTION | ( | execLetWeakObjPtr | ) |
| UObject::DECLARE_FUNCTION | ( | execLocalFinalFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execLocalOutVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execLocalVariable | ) |
| UObject::DECLARE_FUNCTION | ( | execLocalVirtualFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execMapConst | ) |
| UObject::DECLARE_FUNCTION | ( | execMetaCast | ) |
| UObject::DECLARE_FUNCTION | ( | execNameConst | ) |
| UObject::DECLARE_FUNCTION | ( | execNativeParm | ) |
| UObject::DECLARE_FUNCTION | ( | execNew | ) |
| UObject::DECLARE_FUNCTION | ( | execNoObject | ) |
| UObject::DECLARE_FUNCTION | ( | execNotEqual_DelegateDelegate | ) |
| UObject::DECLARE_FUNCTION | ( | execNotEqual_DelegateFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execNothing | ) |
| UObject::DECLARE_FUNCTION | ( | execNothingInt32 | ) |
| UObject::DECLARE_FUNCTION | ( | execNothingOp4a | ) |
| UObject::DECLARE_FUNCTION | ( | execNullInterface | ) |
| UObject::DECLARE_FUNCTION | ( | execObjectConst | ) |
| UObject::DECLARE_FUNCTION | ( | execObjectToBool | ) |
| UObject::DECLARE_FUNCTION | ( | execObjectToInterface | ) |
| 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.
| 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.
| UObject::DECLARE_FUNCTION | ( | execPropertyConst | ) |
| 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.
| UObject::DECLARE_FUNCTION | ( | execRemoveMulticastDelegate | ) |
| 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
| UObject::DECLARE_FUNCTION | ( | execRotationConst | ) |
| UObject::DECLARE_FUNCTION | ( | execSelf | ) |
| UObject::DECLARE_FUNCTION | ( | execSetArray | ) |
| UObject::DECLARE_FUNCTION | ( | execSetConst | ) |
| UObject::DECLARE_FUNCTION | ( | execSetDynArrayElement | ) |
| UObject::DECLARE_FUNCTION | ( | execSetDynArrayLength | ) |
| UObject::DECLARE_FUNCTION | ( | execSetMap | ) |
| UObject::DECLARE_FUNCTION | ( | execSetSet | ) |
| UObject::DECLARE_FUNCTION | ( | execSkipOffsetConst | ) |
| UObject::DECLARE_FUNCTION | ( | execSoftObjectConst | ) |
| UObject::DECLARE_FUNCTION | ( | execStringConst | ) |
| UObject::DECLARE_FUNCTION | ( | execStructCmpEq | ) |
| UObject::DECLARE_FUNCTION | ( | execStructCmpNe | ) |
| UObject::DECLARE_FUNCTION | ( | execStructConst | ) |
| UObject::DECLARE_FUNCTION | ( | execStructMember | ) |
| UObject::DECLARE_FUNCTION | ( | execStructMemberContext | ) |
| UObject::DECLARE_FUNCTION | ( | execSwitchValue | ) |
| UObject::DECLARE_FUNCTION | ( | execTextConst | ) |
| UObject::DECLARE_FUNCTION | ( | execTracepoint | ) |
Tracepoint; only observed in the editor; executing it at any other time is a NOP
| UObject::DECLARE_FUNCTION | ( | execTransformConst | ) |
| UObject::DECLARE_FUNCTION | ( | execTrue | ) |
| UObject::DECLARE_FUNCTION | ( | execUInt64Const | ) |
| UObject::DECLARE_FUNCTION | ( | execUndefined | ) |
| UObject::DECLARE_FUNCTION | ( | execUnicodeStringConst | ) |
| UObject::DECLARE_FUNCTION | ( | execVector3fConst | ) |
| UObject::DECLARE_FUNCTION | ( | execVectorConst | ) |
| UObject::DECLARE_FUNCTION | ( | execVirtualFunction | ) |
| UObject::DECLARE_FUNCTION | ( | execWireTracepoint | ) |
| UObject::DECLARE_FUNCTION | ( | ProcessInternal | ) |
Internal function call processing.
| void UObject::DestroyNonNativeProperties | ( | ) |
Destroy properties that won't be destroyed by the native destructor
Executes some portion of the ubergraph.
| EntryPoint | The entry point to start code execution at. |
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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.
| Out | The output device to send the exported text to |
| Indent | Number of spaces to prepend to each line of output |
Reimplemented in UTexture, and UDynamicMesh.
Returns a UFunction with the specified name, wrapper for UClass::FindFunctionByName()
Version of FindFunction() that will assert if the function was not found
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virtual |
Called to finish destroying the object. After UObject::FinishDestroy is called, the object's memory should no longer be accessed.
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.
| UObject * UObject::GetArchetype | ( | ) | const |
Return the template this object is based on.
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static |
Return the template that an object with this class, outer and name would be
Builds a list of objects which have this object in their archetype chain.
| Instances | receives the list of objects which have this one in their archetype chain |
| void UObject::GetAssetRegistryTags | ( | FAssetData & | Out | ) | const |
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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
| OutTags | A 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.
| 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.
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virtual |
Reimplemented in UClass, UAnimSequence, UPoseAsset, UBlueprintGeneratedClass, USkeletalMesh, UStaticMesh, UTexture2D, UTexture2DArray, UTextureCube, UTextureCubeArray, UVolumeTexture, UParticleSystem, UPhysicsAsset, UDialogueVoice, UDialogueWave, USoundWave, USoundWaveProcedural, UStreamableSparseVolumeTexture, URuntimeVirtualTexture, UGeometryCollectionCache, UInterchangeSceneImportAsset, UBaseMediaSource, UBasicOverlays, and ULocalizedOverlays.
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.
| FString UObject::GetDefaultConfigFilename | ( | ) | const |
Get the default config filename for the specified UObject
Finds a default subobject associated with this object instance by its name.
| Name | Object name to look for matching the SubobjectName used to create the default subobject |
Gets all directly nested default subobjects that are associated with this object instance.
| OutDefaultSubobjects | Array containing the directly nested default subobjects of this object. |
Return a one line description of an object for viewing in the thumbnail view of the generic browser
Reimplemented in UClass, USkeletalMesh, UStaticMesh, UTexture2D, UTexture2DArray, UTextureCube, UTextureCubeArray, UVolumeTexture, UPhysicsAsset, UDialogueVoice, UDialogueWave, USoundCue, USoundSubmixBase, USoundWave, UMediaPlayer, UMediaTexture, UWebBrowserTexture, UBlueprint, USoundClass, and USoundMix.
| 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.
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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.
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.
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
| Function | function to call |
| Stack | stack frame for the function call |
Reimplemented in UActorComponent, AActor, USubsystem, and UMovieSceneSequencePlayer.
| FString UObject::GetGlobalUserConfigFilename | ( | ) | const |
Get the global user override config filename for the specified UObject
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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.
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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.
| out_PropertyValues | receives 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.) |
| ExportFlags | bitmask of EPropertyPortFlags used for modifying the format of the property values |
Should only ever be used by internal systems.
Called during cooking. Must return all objects that will be Preload()ed when this is serialized at load time. Only used by the EDL.
| OutDeps | all objects that will be preloaded when this is serialized at load time |
Reimplemented in UStruct, UClass, UAnimSequence, UBlueprintGeneratedClass, UDataTable, and USkeletalMesh.
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.
| OutPrestream | all objects that will be prestreamed when this packages is streamed |
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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.
| FString UObject::GetProjectUserConfigFilename | ( | ) | const |
Get the project user override config filename for the specified UObject
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virtual |
Called when this object begins replicating to initialize the state of custom property conditions
Reimplemented in AActor.
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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.
| Mode | Indicates which resource size should be returned. |
|
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).
| CumulativeResourceSize | Struct 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.
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inlinevirtual |
Save information for StaticAllocateObject in the case of overwriting an existing object. StaticAllocateObject will call delete on the result after calling Restore()
Reimplemented in UClass.
| 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.
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inlinevirtual |
Returns a list of sub-objects that have stable names for networking
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)
Reimplemented in UBlueprint.
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inline |
Returns true if this object implements the interface T, false otherwise.
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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.
| SourceText | The input data (zero terminated), will never be null |
| Warn | For error reporting, will never be null |
Reimplemented in UTexture, and UDynamicMesh.
| void UObject::InstanceSubobjectTemplates | ( | struct FObjectInstancingGraph * | InstanceGraph = NULL | ) |
Wrapper for calling UClass::InstanceSubobjectTemplates() for this object.
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Returns true if this object is considered an asset.
Reimplemented in UUserWidget, UClass, UDEPRECATED_MetaData, UPackage, UBlueprintGeneratedClass, AActor, and UModel.
Determine if this object has SomeObject in its archetype chain.
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Called during garbage collection to determine if an object can have its destructor called on a worker thread.
Called during saving to determine if the object is forced to be editor only or not
Reimplemented in UDataflow, UWaveformTransformationBase, UWaveformTransformationChain, UAnimDataModel, UBoundsCopyComponent, UAssetImportData, UPrimaryAssetLabel, AActor, UActorTextureStreamingBuildDataComponent, AWorldPartitionHLOD, UAnimSequenceLevelSequenceLink, ULevelSequenceAnimSequenceLink, and UMeshDescriptionBaseBulkData.
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IsFullNameStableForNetworking means an object can be referred to its full path name over the network
| bool UObject::IsInBlueprint | ( | ) | const |
Returns whether this object is contained in or part of a blueprint object
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Returns true if this object is considered a localized resource.
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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.
Called during async load to determine if PostLoad can be called on the loading thread.
Reimplemented in UPackage, UAnimSequenceBase, UPoseAsset, USkeleton, UTimelineComponent, USkeletalMesh, UStaticMesh, UTexture, UParticleSystem, UAsyncLoadingTests_Shared, UMediaTexture, UMovieScene, UMovieSceneSection, UMovieSceneTrack, and UWidgetAnimation.
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.
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.
Reimplemented in UAnimBank, UAnimSequence, ULevel, UMapBuildDataRegistry, USkeletalMesh, UStaticMesh, UStreamableRenderAsset, UTexture, UWorld, AActor, USubUVAnimation, UDialogueVoice, UDialogueWave, USoundWave, UMaterial, UMaterialInstance, UMaterialInterface, UModel, UGeometryCollection, and UMovieSceneEntitySystem.
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Returns true if this object is safe to add to the root set.
Reimplemented in UBlendProfile, and UEdGraphPin_Deprecated.
| bool UObject::IsSelected | ( | ) | const |
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IsSupportedForNetworking means an object can be referenced over the network
Reimplemented in UMovieSceneSequencePlayer, UEnvQueryInstanceBlueprintWrapper, UActorComponent, AActor, and UGameplayTask.
| void UObject::LoadConfig | ( | UClass * | ConfigClass = nullptr, |
| const TCHAR * | Filename = nullptr, |
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| uint32 | PropagationFlags = UE::LCPF_None, |
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| class FProperty * | PropertyToLoad = nullptr, |
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| TArray< UE::ConfigAccessTracking::FConfigAccessData > * | OutAccessedKeys = nullptr |
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| ) |
Imports property values from an .ini file.
| Class | the class to use for determining which section of the ini to retrieve text values from |
| Filename | indicates the filename to load values from; if not specified, uses ConfigClass's ClassConfigName |
| PropagationFlags | indicates how this call to LoadConfig should be propagated; expects a bitmask of UE::ELoadConfigPropagationFlags values. |
| PropertyToLoad | if specified, only the ini value for the specified property will be imported. |
| OutAccessedKeys | if 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. |
Called during subobject creation to mark this component as editor only, which causes it to get stripped in packaged builds
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Called during saving to determine the load flags to save with the object. If false, this object will be discarded on clients
Reimplemented in UField, UPackage, UActorComponent, UDistributionFloat, UDistributionVector, UBlueprint, UBlueprintGeneratedClass, UDataTable, and UMeshDescriptionBaseBulkData.
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
Reimplemented in UDEPRECATED_MetaData, UActorComponent, UDistributionFloat, UDistributionVector, UBlueprint, UBlueprintGeneratedClass, UDataTable, and UMeshDescriptionBaseBulkData.
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Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
Reimplemented in UField, UPackage, UActorComponent, UDistributionFloat, UDistributionVector, UBlueprint, UBlueprintGeneratedClass, ARuntimeVirtualTextureVolume, AWorldPartitionHLOD, UMeshDescriptionBaseBulkData, UWidgetBlueprintGeneratedClass, and UVisual.
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Called during saving to determine the load flags to save with the object. If false, this object will be discarded on the target platform
| 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.
| Ar | the output device to send output to |
| Referencers | optionally allows the caller to specify the list of references to output. |
Allows Non-PerObjectConfig classes, to override the ini section name used for loading config settings
| SectionName | Reference to the unmodified config section name, that can be altered/modified |
Reimplemented in UAutomationTestPlatformSettings.
Allows PerObjectConfig classes, to override the ini section name used for the PerObjectConfig object.
| SectionName | Reference to the unmodified config section name, that can be altered/modified |
Reimplemented in UNetAnalyticsAggregatorConfig.
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.
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.
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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.
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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.
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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.
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Instances components for objects being loaded from disk, if necessary. Ensures that component references between nested components are fixed up correctly.
| OuterInstanceGraph | when calling this method on subobjects, specifies the instancing graph which contains all instanced subobjects and components for a subobject root. |
Reimplemented in AActor.
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Called right after receiving a bunch
Reimplemented in AActor, AGameplayDebuggerCategoryReplicator, ALevelSequenceActor, and UMovieSceneSequencePlayer.
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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.
Called from ReloadConfig after the object has reloaded its configuration data.
Reimplemented in UAndroidRuntimeSettings, UDeviceProfile, UAssetManagerSettings, UCollisionProfile, UInputSettings, UChaosSolverSettings, UIOSRuntimeSettings, URuntimeOptionsBase, and UNetDriver.
Called at the end of Rename(), but only if the rename was actually carried out
Reimplemented in UActorComponent, AActor, UMovieSceneSection, and UMovieSceneAudioTrack.
Called right after calling all OnRep notifies (called even when there are no notifies)
Reimplemented in UClusterUnionReplicatedProxyComponent.
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Called right before being marked for destruction due to network replication
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inlinevirtual |
Called before duplication.
| DupParams | the 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. |
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Called right before receiving a bunch
Reimplemented in AActor.
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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.
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.
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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.
| ObjectSaveContext | Context providing access to parameters of the save, Also allows storage of variables like bCleanupIsRequired for use in PostSaveRoot |
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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.
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Called on the target when a class is loaded with ClassGeneratedBy is loaded. Should regenerate the class if needed, and return the updated class
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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
| Context | Context FFragmentRegistrationContext in which FReplicationFragments could be registered |
| RegistrationFlags | Flags specifying what should be registered in the call |
Reimplemented in UActorComponent, AActor, UGameplayTask, and UMovieSceneSequencePlayer.
| 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.
| SourceObject | the object to use for initializing property values in this object. If not specified, uses this object's archetype. |
| InstanceGraph | contains the mappings of instanced objects and components to their templates |
| void UObject::ReloadConfig | ( | UClass * | ConfigClass = NULL, |
| const TCHAR * | Filename = NULL, |
||
| uint32 | PropagationFlags = UE::LCPF_None, |
||
| class FProperty * | PropertyToLoad = NULL |
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| ) |
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.
| Class | the class to use for determining which section of the ini to retrieve text values from |
| Filename | indicates the filename to load values from; if not specified, uses ConfigClass's ClassConfigName |
| PropagationFlags | indicates how this call to LoadConfig should be propagated; expects a bitmask of UE::ELoadConfigPropagationFlags values. |
| PropertyToLoad | if specified, only the ini value for the specified property will be imported |
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Rename this object to a unique name, or change its outer.
| NewName | The new name of the object, if null then NewOuter should be set |
| NewOuter | New Outer this object will be placed within, if null it will use the current outer |
| Flags | Flags to specify what happens during the rename |
Reimplemented in UModel, UActorComponent, UClass, UPackage, AActor, UStringTable, UMaterialFunctionInterface, UMaterialInterface, and ULevelSequence.
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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.
| SubObjectPath | object path to handle, relative to the current implementer |
| OutObject | receives the loaded object, or existing loaded object if bOnlyTestExistence is true and object is already loaded |
| bLoadIfExists | if true, load the object if it exists |
Reimplemented in ULevel, UWorld, and UWorldPartition.
| void UObject::RetrieveReferencers | ( | TArray< FReferencerInformation > * | OutInternalReferencers, |
| TArray< FReferencerInformation > * | OutExternalReferencers | ||
| ) |
Called by OutputReferencers() to get the internal list of referencers to write
| void UObject::SaveConfig | ( | const FSaveConfigContext & | Context | ) |
| void UObject::SaveConfig | ( | uint64 | RequiredPropertyFlags = CPF_Config, |
| const TCHAR * | Filename = nullptr, |
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| FConfigCacheIni * | Config = GConfig, |
||
| bool | bAllowCopyToDefaultObject = true |
||
| ) |
Save configuration out to ini files
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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.
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Reimplemented in USubmixEffectDynamicsProcessorPreset, UTextBuffer, UUserDefinedStruct, UStruct, UScriptStruct, UDistributionFloat, UDistributionVector, USubUVAnimation, USoundCue, UTransactionDiffingTestObject, UMaterialExpressionClamp, UMaterialExpressionFeatureLevelSwitch, UMaterialExpressionMakeMaterialAttributes, UMaterialExpressionSpeedTree, UMaterialExpressionLandscapeLayerSwitch, and UDataTable.
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).
| Ar | the archive to use for serialization |
| 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).
| Slot | the archive slot to serialize to |
| 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.
| LinkerLoad | New LinkerLoad object to set |
| LinkerIndex | New LinkerIndex to set |
| bShouldDetachExisting | If true, detach existing linker and call PostLinkerChange |
| bSilenceLogs | If true, this function will not output non-fatal log messages |
After a critical error, perform any mission-critical cleanup, such as restoring the video mode orreleasing hardware resources.
| 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
| Stack | the script stack frame |
| Result | pointer to where the return value should be written |
| Function | the function being called |
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Get the common tag name used for all asset source file import paths
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Tags objects that are part of the same asset with the specified object flag, used for GC checking
| ObjectFlags | Object Flags to enable on the related objects |
Reimplemented in UStruct, UClass, and UBlueprint.
| 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)
| SpecificFileLocation | The Ini file or if Empty the default ini file for the call |
| bWarnIfFail | If true and unable to update the Ini file due to being read only log a warning |
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static |
Update the list of classes that we should exclude from dedicated client builds
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static |
Update the list of classes that we should exclude from dedicated server builds
| 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)
| 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)
| 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)
| 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)
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friend |
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friend |