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FSubobjectData::GetMutableObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Muteable accessors for this subobject to be used by the subsystem.
SubobjectDataInterface
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetMutableObject ( bool bEvenIfPendingKill ) const
[]
FSubobjectData::GetMutableObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
template<class T> T * GetMutableObject ( bool bEvenIfPendingKill ) const
[]
FSubobjectData::GetMutableObjectForBlueprint
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
template<class T> T * GetMutableObjectForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const
[]
FSubobjectData::GetObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
A read-only reference to the object represented by this node.
SubobjectDataInterface
const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( bool bEvenIfPendingKill ) const
[]
FSubobjectData::GetObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Deliberately non-virtual, for performance reasons. A read-only reference to the object represented by this node.
SubobjectDataInterface
template<class T> const T * GetObject ( bool bEvenIfPendingKill ) const
[]
FSubobjectData::GetObjectForBlueprint
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
May not be the same as the value returned byGetObject(). A reference to the object represented by this node that can be modified within the given Blueprint.
SubobjectDataInterface
const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const
[]
FSubobjectData::GetObjectForBlueprint
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
template<class T> const T * GetObjectForBlueprint ( [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint ) const
[]
FSubobjectData::GetParentData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
[FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) * GetParentData() const
[]
FSubobjectData::GetParentHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
[FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) GetParentHandle() const
[]
FSubobjectData::GetRootSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Walks the parent heirarchy and returns the root subobject in this case
SubobjectDataInterface
[FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) GetRootSubobject() const
[]
FSubobjectData::GetSCSNode
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual [USCS_Node](API\Runtime\Engine\Engine\USCS_Node) * GetSCSNode ( bool bEvenIfPendingKill ) const
[]
FSubobjectData::GetSocketFName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
[FName](API\Runtime\Core\UObject\FName) GetSocketFName() const
[]
FSubobjectData::GetSocketName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Sockets for attaching in the viewport.
SubobjectDataInterface
[FText](API\Runtime\Core\Internationalization\FText) GetSocketName() const
[]
FSubobjectData::GetVariableName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual [FName](API\Runtime\Core\UObject\FName) GetVariableName() const
[]
FSubobjectData::HasChild
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Return true if the given handle is a child of this subobject.
SubobjectDataInterface
bool HasChild ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildHandle ) const
[]
FSubobjectData::HasParent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
bool HasParent() const
[]
FSubobjectData::HasValidSocket
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
bool HasValidSocket() const
[]
FSubobjectData::IsActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsActor() const
[]
FSubobjectData::IsAssetVisible
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Returns true if the asset this object represents is visible
SubobjectDataInterface
bool IsAssetVisible() const
[]
FSubobjectData::IsAttachedTo
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
bool IsAttachedTo ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle ) const
[]
FSubobjectData::IsBlueprintInheritedComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsBlueprintInheritedComponent() const
[]
FSubobjectData::IsChildActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsChildActor() const
[]
FSubobjectData::IsChildActorSubtreeObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Returns true if this subobject is a part of a child actor's hierarchy and not the root actor.
SubobjectDataInterface
virtual bool IsChildActorSubtreeObject() const
[]
FSubobjectData::IsComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Returns true if this subobject is a component.
SubobjectDataInterface
virtual bool IsComponent() const
[]
FSubobjectData::IsDefaultSceneRoot
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsDefaultSceneRoot() const
[]
FSubobjectData::IsInheritedComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsInheritedComponent() const
[]
FSubobjectData::IsInheritedSCSNode
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
True if this SCS node's blueprint is a child of another Blueprint-generated class, which means that we must use the InheritableComponentHandler
SubobjectDataInterface
virtual bool IsInheritedSCSNode() const
[]
FSubobjectData::IsInstancedActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsInstancedActor() const
[]
FSubobjectData::IsInstancedComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsInstancedComponent() const
[]
FSubobjectData::IsInstancedInheritedComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
True if this subobject is an instance of an inherited component (its owner is an instanced actor)
SubobjectDataInterface
virtual bool IsInstancedInheritedComponent() const
[]
FSubobjectData::IsRootActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsRootActor() const
[]
FSubobjectData::IsNativeComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsNativeComponent() const
[]
FSubobjectData::IsRootComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsRootComponent() const
[]
FSubobjectData::IsSceneComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual bool IsSceneComponent() const
[]
FSubobjectData::IsValid
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
True if this subobject's handle is valid
SubobjectDataInterface
bool IsValid() const
[]
FSubobjectData::RemoveChildHandleOnly
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Add the given subobject handle as a child of this.
SubobjectDataInterface
bool RemoveChildHandleOnly ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )
[]
FSubobjectData::SceneRootHasDefaultName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
Returns true if the component template'sFNamestarts withUSceneComponent::GetDefaultSceneRootVariableName
SubobjectDataInterface
bool SceneRootHasDefaultName() const
[]
FSubobjectData::SetParentHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
void SetParentHandle ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & NewParentHandle )
[]
FSubobjectData::SetSocketName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
void SetSocketName ( [FName](API\Runtime\Core\UObject\FName) InNewName )
[]
FSubobjectData::SetupAttachment
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
void SetupAttachment ( [FName](API\Runtime\Core\UObject\FName) SocketName, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & AttachParentHandle )
[]
FSubobjectData::FSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
FSubobjectData()
[]
FSubobjectData::FSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
FSubobjectData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ContextObject, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ParentHandle )
[]
FSubobjectData::~FSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
SubobjectDataInterface
virtual ~FSubobjectData()
[]
FSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectData.h
If you wish to modify a subobject, use the SubobjectDataSubsystem.
SubobjectDataInterface
struct FSubobjectData
[ { "type": "TArray<FSubobj...", "name": "ChildrenHandles", "description": "Set of child subobjects that use this subobject as a parent." }, { "type": "FSubobjectDataH...", "name": "Handle", "description": "Handle that will have a globally unique ID when it is constructed (i.e. when this i...
FSubobjectDataHandle::GetData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
[FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) * GetData() const
[]
FSubobjectDataHandle::GetSharedDataPtr
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
Returns a pointer to the subobject data that this is a handle for
SubobjectDataInterface
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) > GetSharedDataPtr() const
[]
InvalidHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
A static representation of an invalid handle. Mostly used as a return value for functions that need to return a handle but have the risk of being invalid.
SubobjectDataInterface
static const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) InvalidHandle = FSubobjectDataHandle();
[]
FSubobjectDataHandle::IsValid
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
True if the Handle is valid (i.e. not INDEX_NONE). This is true once GenerateNewHandle is called bool True if this handle is valid
SubobjectDataInterface
bool IsValid() const
[]
FSubobjectDataHandle::operator==
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
bool operator== ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Other ) const
[]
FSubobjectDataHandle::operator!=
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
bool operator!= ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & Other ) const
[]
FSubobjectDataHandle::FSubobjectDataHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
FSubobjectDataHandle()
[]
FSubobjectDataHandle::~FSubobjectDataHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
~FSubobjectDataHandle()
[]
FSubobjectDataHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
A subobject handle is a globally unique identifier for subobjects Upon construction, the handle will be invalid. It is the responsibility of the owningFSubobjectDatato set the DataPtr once the subobject data has validated that it has a good context.
SubobjectDataInterface
struct FSubobjectDataHandle
[]
FSubobjectDataInterfaceModule::ShutdownModule
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataInterfaceModule.h
Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownMo...
SubobjectDataInterface
virtual void ShutdownModule()
[]
FSubobjectDataInterfaceModule::StartupModule
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataInterfaceModule.h
IModuleInterfaceimplementation
SubobjectDataInterface
virtual void StartupModule()
[]
FSubobjectDataInterfaceModule
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataInterfaceModule.h
SubobjectDataInterface
class FSubobjectDataInterfaceModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FSubobjectFactoryManager::FindFactoryToUse
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
Find a factory that returns true from ShouldCreateSubobjectData based on the given parameters. If none are found, then the default will be returned.
SubobjectDataInterface
[ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory) * FindFactoryToUse ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params )
[]
FSubobjectFactoryManager::IsFactoryRegistered
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
Returns true if the given factory ID is registered
SubobjectDataInterface
bool IsFactoryRegistered ( [FName](API\Runtime\Core\UObject\FName) ID ) const
[]
FSubobjectFactoryManager::RegisterFactory
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
bool RegisterFactory ( const [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISubobjectDataFactory](API\Editor\SubobjectDataInterface\ISubobjectDataFactory) > & Factory )
[]
FSubobjectFactoryManager::UnregisterFactory
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
Remove the factory with the given ID from the registered map. True if it was removed.
SubobjectDataInterface
bool UnregisterFactory ( [FName](API\Runtime\Core\UObject\FName) ID )
[]
FSubobjectFactoryManager::~FSubobjectFactoryManager
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
~FSubobjectFactoryManager()
[]
FSubobjectFactoryManager::FSubobjectFactoryManager
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
FSubobjectFactoryManager()
[]
FSubobjectFactoryManager
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
See BaseSubobjectDataFactory.h for an example.
SubobjectDataInterface
class FSubobjectFactoryManager
[]
ISubobjectDataFactory::GetDefaultFactoryID
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
static [FName](API\Runtime\Core\UObject\FName) GetDefaultFactoryID()
[]
ISubobjectDataFactory::CreateSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
[TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) > CreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params )
[]
ISubobjectDataFactory::GetID
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
[FName](API\Runtime\Core\UObject\FName) GetID() const
[]
ISubobjectDataFactory::ShouldCreateSubobjectData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
SubobjectDataInterface
bool ShouldCreateSubobjectData ( const [FCreateSubobjectParams](API\Editor\SubobjectDataInterface\FCreateSubobjectParams) & Params ) const
[]
ISubobjectDataFactory
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataFactory.h
A subobject data factory will handle the creation of subobject data. To create a subobject data factory, override this class and register it with the subobject data subsystem.
SubobjectDataInterface
class ISubobjectDataFactory
[]
WithIdenticalViaEquality
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
enum &123; WithIdenticalViaEquality = true &125;
[]
TStructOpsTypeTraits< FSubobjectDataHandle >
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataHandle.h
SubobjectDataInterface
template<> struct TStructOpsTypeTraits< FSubobjectDataHandle > : public [TStructOpsTypeTraitsBase2< FSubobjectDataHandle >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
USubobjectDataBlueprintFunctionLibrary::CanCopy
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Whether or not this object represents a subobject that can be copied
SubobjectDataInterface
static bool CanCopy ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::CanDelete
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Whether or not this object represents a subobject that can be deleted
SubobjectDataInterface
static bool CanDelete ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::CanDuplicate
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Whether or not this object represents a subobject that can be duplicated
SubobjectDataInterface
static bool CanDuplicate ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::CanEdit
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Whether or not we can edit properties for this subobject
SubobjectDataInterface
static bool CanEdit ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::CanRename
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool CanRename ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::CanReparent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Whether or not this object represents a subobject that can be reparented to other subobjects based on its context.
SubobjectDataInterface
static bool CanReparent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::GetBlueprint
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
[UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * GetBlueprint ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::GetData
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static void GetData ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & DataHandle, [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & OutData )
[]
USubobjectDataBlueprintFunctionLibrary::GetDisplayName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
[FText](API\Runtime\Core\Internationalization\FText) GetDisplayName ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::GetHandle
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Get the handle for this subobject data
SubobjectDataInterface
static void GetHandle ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OutHandle )
[]
USubobjectDataBlueprintFunctionLibrary::GetObject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObject ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, bool bEvenIfPendingKill )
[]
USubobjectDataBlueprintFunctionLibrary::GetObjectForBlueprint
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetObjectForBlueprint ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, [UBlueprint](API\Runtime\Engine\Engine\UBlueprint) * Blueprint )
[]
USubobjectDataBlueprintFunctionLibrary::GetVariableName
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static [FName](API\Runtime\Core\UObject\FName) GetVariableName ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsAttachedTo
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsAttachedTo ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & InHandle )
[]
USubobjectDataBlueprintFunctionLibrary::IsChildActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsChildActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
Returns true if this subobject is a component.
SubobjectDataInterface
static bool IsComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsDefaultSceneRoot
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsDefaultSceneRoot ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsHandleValid
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsHandleValid ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & DataHandle )
[]
USubobjectDataBlueprintFunctionLibrary::IsInheritedComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsInheritedComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsInstancedActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsInstancedActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsInstancedComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsInstancedComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsNativeComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsNativeComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsRootActor
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsRootActor ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsRootComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsRootComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsSceneComponent
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsSceneComponent ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary::IsValid
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
SubobjectDataInterface
static bool IsValid ( const [FSubobjectData](API\Editor\SubobjectDataInterface\FSubobjectData) & Data )
[]
USubobjectDataBlueprintFunctionLibrary
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataBlueprintFunctionLibrary.h
A function library with wrappers around the getter/setter functions forFSubobjectDatathat will make it easier to use within blueprint contexts.
SubobjectDataInterface
class USubobjectDataBlueprintFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
[]
USubobjectDataSubsystem::AttachSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Add the given subobject to a new owner. This will remove the subobject from its previous owner if necessary. true if the child was added successfully
SubobjectDataInterface
bool AttachSubobject ( const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & OwnerHandle, const [FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) & ChildToAddHandle )
[]
USubobjectDataSubsystem::AddNewSubobject
/Engine/Source/Editor/SubobjectDataInterface/Public/SubobjectDataSubsystem.h
Add a new subobject as a child to the given parent objectFSubobjectDataHandleHandle to the newly created subobject, Invalid handle if creation failed
SubobjectDataInterface
[FSubobjectDataHandle](API\Editor\SubobjectDataInterface\FSubobjectDataHandle) AddNewSubobject ( const [FAddNewSubobjectParams](API\Editor\SubobjectDataInterface\FAddNewSubobjectParams) & Params, [FText](API\Runtime\Core\Internationalization\FText) & FailReason )
[]