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FWorldConditionQuerySharedDefinition
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Class that describes a specific configuration of a world condition. Should not be used directly. It is shared between all query states initialized with a specificFWorldConditionQueryDefinition.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionQuerySharedDefinition
[]
FWorldConditionQueryState::AddStructReferencedObjects
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Adds referenced objects to the collector.
WorldConditions
void AddStructReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )
[]
CachedResultOffset
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Offset in state memory where cached result is.
WorldConditions
static constexpr int32 CachedResultOffset = 0;
[]
FWorldConditionQueryState::Free
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Frees the allocated data and objects. The definition must be the same as used in init as it is used to traverse the structure in memory.
WorldConditions
void Free()
[]
FWorldConditionQueryState::GetCachedResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
cached result stored in the state.
WorldConditions
[EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) GetCachedResult() const
[]
FWorldConditionQueryState::GetItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Condition item at specific index
WorldConditions
[FWorldConditionItem](API\Plugins\WorldConditions\FWorldConditionItem) & GetItem ( const int32 Index ) const
[]
FWorldConditionQueryState::GetInvalidationHandle
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Returns handle that can be used to invalidate specific condition and recalculate the condition. The handle can be acquired viaFWorldConditionContextorFWorldConditionQueryStateand is guaranteed to be valid while the query is active. Invalidation handle.
WorldConditions
[FWorldConditionResultInvalidationHandle](API\Plugins\WorldConditions\FWorldConditionResultInvalidatio-) GetInvalidationHandle ( const [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase) & Condition ) const
[]
FWorldConditionQueryState::GetNumConditions
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
The number of conditions in the state data.
WorldConditions
int32 GetNumConditions() const
[]
FWorldConditionQueryState::GetOwner
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
the owner the state was initialized with.
WorldConditions
const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOwner() const
[]
FWorldConditionQueryState::GetSharedDefinition
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
shared definition used to initialize the state, or nullptr if query is empty.
WorldConditions
const [FWorldConditionQuerySharedDefinition](API\Plugins\WorldConditions\FWorldConditionQuerySharedDefini-) * GetSharedDefinition() const
[]
FWorldConditionQueryState::GetStateObject
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Object describing the state of a specified condition.
WorldConditions
[UObject](API\Runtime\CoreUObject\UObject\UObject) * GetStateObject ( const [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase) & Condition ) const
[]
FWorldConditionQueryState::GetStateStruct
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
struct describing the state of a specified condition.
WorldConditions
[FStructView](API\Plugins\StructUtils\FStructView) GetStateStruct ( const [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase) & Condition ) const
[]
FWorldConditionQueryState::Initialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Initialized the state for a specific query definition.
WorldConditions
void Initialize ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) & Owner, const [FWorldConditionQueryDefinition](API\Plugins\WorldConditions\FWorldConditionQueryDefinition) & QueryDefinition )
[]
FWorldConditionQueryState::IsInitialized
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
True if the state is properly initialized.
WorldConditions
bool IsInitialized() const
[]
ItemsOffset
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Offset in state memory where condition items are.
WorldConditions
static constexpr int32 ItemsOffset = Align(sizeof(EWorldConditionResultValue), alignof(FWorldConditionItem));
[]
FWorldConditionQueryState::operator=
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
[FWorldConditionQueryState](API\Plugins\WorldConditions\FWorldConditionQueryState) & operator= ( const [FWorldConditionQueryState](API\Plugins\WorldConditions\FWorldConditionQueryState) & RHS )
[]
FWorldConditionQueryState::FWorldConditionQueryState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionQueryState()
[]
FWorldConditionQueryState::SetCachedResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Sets the combined cached result of the query.
WorldConditions
void SetCachedResult ( const [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) InResult ) const
[]
FWorldConditionQueryState::FWorldConditionQueryState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionQueryState ( const [FWorldConditionQueryState](API\Plugins\WorldConditions\FWorldConditionQueryState) & Other )
[]
FWorldConditionQueryState::~FWorldConditionQueryState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
~FWorldConditionQueryState()
[]
FWorldConditionQueryState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Note: Any code embedding this struct is responsible for calling AddReferencedObjects().
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionQueryState
[]
FWorldConditionResult::FWorldConditionResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionResult ( const [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) Result, const bool bCanResultBeCached )
[]
FWorldConditionResult::FWorldConditionResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
FWorldConditionResult()
[]
FWorldConditionResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Result of a world condition evaluation. Also contains additional information related to that result (e.g. if the result can be cached or not)
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionResult
[ { "type": "bool", "name": "bCanBeCached", "description": "Indicates that a given result can be cached or not." }, { "type": "EWorldCondition...", "name": "Value", "description": "Indicates the result of a condition evaluated for a given context." } ]
FWorldConditionResultInvalidationHandle::InvalidateResult
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
When called invalidates the result of the query and condition.
WorldConditions
void InvalidateResult() const
[]
FWorldConditionResultInvalidationHandle::IsValid
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
True if the handle is valid.
WorldConditions
bool IsValid() const
[]
FWorldConditionResultInvalidationHandle::Reset
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Resets the handle.
WorldConditions
void Reset()
[]
FWorldConditionResultInvalidationHandle::FWorldConditionResultInvalidationHandle
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionResultInvalidationHandle ( const [TWeakPtr](API\Runtime\Core\Templates\TWeakPtr)< uint8 > InStateMemory, const int32 InItemOffset )
[]
FWorldConditionResultInvalidationHandle
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Handle that can be used to invalidate the cached result of a condition (and query). The handle can be acquired viaFWorldConditionContextorFWorldConditionQueryStateand is guaranteed to be valid while the query is active.
WorldConditions
struct FWorldConditionResultInvalidationHandle
[ { "type": "int32", "name": "ItemOffset", "description": "" }, { "type": "TWeakPtr< uint8...", "name": "WeakStateMemory", "description": "" } ]
FWorldConditionStateObject
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
Struct used to store the pointer to anUObjectbased condition state.
WorldConditions
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionStateObject
[ { "type": "TObjectPtr<UOb...", "name": "Object", "description": "" } ]
if
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
WorldConditions
** if ( FStructBar * Bar )
[]
if
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionContext.h
WorldConditions
* if ( !Context. IsTrue )
[]
IWorldConditionsModule::Get
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionsModule.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
WorldConditions
static [IWorldConditionsModule](API\Plugins\WorldConditions\IWorldConditionsModule) & Get()
[]
IWorldConditionsModule::IsAvailable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionsModule.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
WorldConditions
static bool IsAvailable()
[]
IWorldConditionsModule
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionsModule.h
The public interface to this module
WorldConditions
class IWorldConditionsModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FWorldConditionResultInvalidationHandle::FWorldConditionResultInvalidationHandle
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
FWorldConditionResultInvalidationHandle()
[]
Result
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionBase.h
// Only cache result if we were able to register invalidation callback const bool bResultCanBeCached = State.DelegateHandle.IsValid(); /**
WorldConditions
*[FWorldConditionResult](API\Plugins\WorldConditions\FWorldConditionResult) Result ( [EWorldConditionResult::IsFalse](API\Plugins\WorldConditions\EWorldConditionResultValue), bResultCanBeCached )
[]
WithIdentical
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithIdentical = true &125;
[]
WithPostSerialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithPostSerialize = true &125;
[]
TStructOpsTypeTraits< FWorldConditionQuerySharedDefinition >
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
template<> struct TStructOpsTypeTraits< FWorldConditionQuerySharedDefinition > : public [TStructOpsTypeTraitsBase2< FWorldConditionQuerySharedDefinition >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
WithAddStructReferencedObjects
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithAddStructReferencedObjects = true &125;
[]
WithCopy
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithCopy = true &125;
[]
WithIdentical
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithIdentical = true &125;
[]
WithExportTextItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithExportTextItem = true &125;
[]
WithImportTextItem
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithImportTextItem = true &125;
[]
WithSerializer
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithSerializer = true &125;
[]
TStructOpsTypeTraits< FWorldConditionQueryDefinition >
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
template<> struct TStructOpsTypeTraits< FWorldConditionQueryDefinition > : public [TStructOpsTypeTraitsBase2< FWorldConditionQueryDefinition >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
WithAddStructReferencedObjects
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
enum &123; WithAddStructReferencedObjects = true &125;
[]
TStructOpsTypeTraits< FWorldConditionQueryState >
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionQuery.h
WorldConditions
template<> struct TStructOpsTypeTraits< FWorldConditionQueryState > : public [TStructOpsTypeTraitsBase2< FWorldConditionQueryState >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)
[]
UE::WorldCondition::FromOptional
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
WorldConditions
namespace UE { namespace WorldCondition { [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) UE::WorldCondition::FromOptional ( const [TOptional](API\Runtime\Core\IO\TOptional)< bool > & InOptionalBool ) } }
[]
UE::WorldCondition::Invert
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Inverts the result if bInvert is true. Invalid is kept intact.
WorldConditions
namespace UE { namespace WorldCondition { [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) UE::WorldCondition::Invert ( const [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) InResult, const bool bInvert ) } }
[]
UE::WorldCondition::MergeResults
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionTypes.h
Merges two condition results using specific operator.
WorldConditions
namespace UE { namespace WorldCondition { [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) UE::WorldCondition::MergeResults ( const [EWorldConditionOperator](API\Plugins\WorldConditions\EWorldConditionOperator) Operator, const [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) InLeft, const [EWorldConditionResultValue](API\Plugins\WorldConditions\EWorldConditionResultValue) InRight ) } }
[]
UWorldConditionSchema::AddContextDataDesc
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Adds a context data descriptor and returns reference to it.
WorldConditions
[FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) AddContextDataDesc ( const [FName](API\Runtime\Core\UObject\FName) InName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * InStruct, const [EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) InType )
[]
UWorldConditionSchema::GetContextDataDescByIndex
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data descriptor of specified index.
WorldConditions
const [FWorldConditionContextDataDesc](API\Plugins\WorldConditions\FWorldConditionContextDataDesc) & GetContextDataDescByIndex ( const int32 Index ) const
[]
UWorldConditionSchema::GetContextDataDescByName
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data descriptor of specific name and type.
WorldConditions
const [FWorldConditionContextDataDesc](API\Plugins\WorldConditions\FWorldConditionContextDataDesc) * GetContextDataDescByName ( const [FName](API\Runtime\Core\UObject\FName) DataName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const
[]
UWorldConditionSchema::GetContextDataDescByRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data descriptor of specific name and type.
WorldConditions
const [FWorldConditionContextDataDesc](API\Plugins\WorldConditions\FWorldConditionContextDataDesc) * GetContextDataDescByRef ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
UWorldConditionSchema::GetContextDataDescs
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
All condition descriptors.
WorldConditions
TConstArrayView< [FWorldConditionContextDataDesc](API\Plugins\WorldConditions\FWorldConditionContextDataDesc) > GetContextDataDescs() const
[]
UWorldConditionSchema::GetContextDataRefByName
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data reference of specific name and type.
WorldConditions
[FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) GetContextDataRefByName ( const [FName](API\Runtime\Core\UObject\FName) DataName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const
[]
UWorldConditionSchema::GetContextDataIndexByName
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data index by name.
WorldConditions
int32 GetContextDataIndexByName ( const [FName](API\Runtime\Core\UObject\FName) DataName, const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) * Struct ) const
[]
UWorldConditionSchema::GetContextDataTypeByRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data type based on reference.
WorldConditions
[EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetContextDataTypeByRef ( const [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
UWorldConditionSchema::GetContextDataTypeByIndex
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Context data type based on index.
WorldConditions
[EWorldConditionContextDataType](API\Plugins\WorldConditions\EWorldConditionContextDataType) GetContextDataTypeByIndex ( const int32 Index ) const
[]
UWorldConditionSchema::IsStructAllowed
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
True if world condition of the specific type is allowed.
WorldConditions
virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const
[]
UWorldConditionSchema::ResolveContextDataRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Resolves the index of the context data reference to an Object context data, based on the name in the reference and the type from the template. True if the reference was resolved.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type ResolveContextDataRef ( [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
UWorldConditionSchema::ResolveContextDataRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
Resolves the index of the context data reference to a Struct context data, based on the name in the reference and the type from the template. True if the reference was resolved.
WorldConditions
template<typename T> [TEnableIf](API\Runtime\Core\Templates\TEnableIf)<![TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< T, [UObject](API\Runtime\CoreUObject\UObject\UObject) >::IsDerived, bool >::Type ResolveContextDataRef ( [FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) & Ref ) const
[]
UWorldConditionSchema
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditions/Public/WorldConditionSchema.h
FWorldConditionContextDataRefActorRef; };
WorldConditions
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWorldConditionSchema : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "TArray<FWorldC...", "name": "ContextDataDescs", "description": "All context data descriptors." } ]
IWorldConditionsEditorModule::Get
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsEditor/Public/WorldConditionsEditorModule.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
WorldConditionsEditor
static [IWorldConditionsEditorModule](API\Plugins\WorldConditionsEditor\IWorldConditionsEditorModule) & Get()
[]
IWorldConditionsEditorModule::IsAvailable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsEditor/Public/WorldConditionsEditorModule.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
WorldConditionsEditor
static bool IsAvailable()
[]
IWorldConditionsEditorModule
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsEditor/Public/WorldConditionsEditorModule.h
The public interface to this module
WorldConditionsEditor
class IWorldConditionsEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
[]
FWorldConditionTest::Activate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Called to activate the condition. The state data for the conditions can be accessed via the Context. True if activation succeeded.
WorldConditionsTestSuite
virtual bool Activate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FWorldConditionTest::GetDescription
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Description to be shown in the UI.
WorldConditionsTestSuite
virtual [FText](API\Runtime\Core\Internationalization\FText) GetDescription() const
[]
FWorldConditionTest::Deactivate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Called to deactivate the condition. The state data for the conditions can be accessed via the Context.
WorldConditionsTestSuite
virtual void Deactivate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FWorldConditionTest::GetRuntimeStateType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
The Instance data type of the condition.
WorldConditionsTestSuite
virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > * GetRuntimeStateType() const
[]
FWorldConditionTest::Initialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Initializes the condition to be used with a specific schema. This is called on PostLoad(), or during editing to make sure the data stays in sync with the schema. This is the place to resolve all the Context Data References, and set bCanCacheResult based on if the context data type. True if init succeeded.
WorldConditionsTestSuite
virtual bool Initialize ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & Schema )
[]
FWorldConditionTest::IsTrue
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Called to check the condition state. The state data for the conditions can be accessed via the Context. The state of the condition.
WorldConditionsTestSuite
virtual [FWorldConditionResult](API\Plugins\WorldConditions\FWorldConditionResult) IsTrue ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FWorldConditionTest::FWorldConditionTest
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
FWorldConditionTest()
[]
FWorldConditionTest::FWorldConditionTest
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
FWorldConditionTest ( const int32 InTestValue, const bool bInActivateResult )
[]
FWorldConditionTest
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionTest : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)
[ { "type": "bool", "name": "bActivateResult", "description": "" }, { "type": "int32", "name": "TestValue", "description": "" }, { "type": "FWorldCondition...", "name": "ValueRef", "description": "" } ]
FWorldConditionTestCached::Activate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Called to activate the condition. The state data for the conditions can be accessed via the Context. True if activation succeeded.
WorldConditionsTestSuite
virtual bool Activate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FStateType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
typedef [FWorldConditionTestState](API\Plugins\WorldConditionsTestSuite\FWorldConditionTestState) FStateType
[]
FWorldConditionTestCached::Deactivate
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Called to deactivate the condition. The state data for the conditions can be accessed via the Context.
WorldConditionsTestSuite
virtual void Deactivate ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FWorldConditionTestCached::GetRuntimeStateType
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
The Instance data type of the condition.
WorldConditionsTestSuite
virtual [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UStruct](API\Runtime\CoreUObject\UObject\UStruct) > * GetRuntimeStateType() const
[]
FWorldConditionTestCached::Initialize
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Initializes the condition to be used with a specific schema. This is called on PostLoad(), or during editing to make sure the data stays in sync with the schema. This is the place to resolve all the Context Data References, and set bCanCacheResult based on if the context data type. True if init succeeded.
WorldConditionsTestSuite
virtual bool Initialize ( const [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema) & Schema )
[]
FWorldConditionTestCached::IsTrue
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
Called to check the condition state. The state data for the conditions can be accessed via the Context. The state of the condition.
WorldConditionsTestSuite
virtual [FWorldConditionResult](API\Plugins\WorldConditions\FWorldConditionResult) IsTrue ( const [FWorldConditionContext](API\Plugins\WorldConditions\FWorldConditionContext) & Context ) const
[]
FWorldConditionTestCached::FWorldConditionTestCached
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
FWorldConditionTestCached()
[]
FWorldConditionTestCached::FWorldConditionTestCached
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
FWorldConditionTestCached ( const int32 InTestValue )
[]
FWorldConditionTestCached
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)(Meta=(Hidden)) struct FWorldConditionTestCached : public [FWorldConditionBase](API\Plugins\WorldConditions\FWorldConditionBase)
[ { "type": "int32", "name": "TestValue", "description": "" }, { "type": "FWorldCondition...", "name": "ValueRef", "description": "" } ]
FWorldConditionTestData::FWorldConditionTestData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
FWorldConditionTestData()
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FWorldConditionTestData::FWorldConditionTestData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
FWorldConditionTestData ( const int32 InValue )
[]
FWorldConditionTestData
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionTestData
[ { "type": "int32", "name": "AccessCount", "description": "" }, { "type": "int32", "name": "Value", "description": "" }, { "type": "FSimpleMulticas...", "name": "ValueChanged", "description": "" } ]
FWorldConditionTestState
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FWorldConditionTestState
[ { "type": "FDelegateHandle", "name": "DelegateHandle", "description": "" } ]
IWorldConditionsTestSuiteModule::Get
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionsTestSuiteModule.h
Singleton-like access to this module's interface. This is just for convenience! Beware of calling this during the shutdown phase, though. Your module might have been unloaded already. Returns singleton instance, loading the module on demand if needed
WorldConditionsTestSuite
static [IWorldConditionsTestSuiteModule](API\Plugins\WorldConditionsTestSuite\IWorldConditionsTestSuiteModule) & Get()
[]
IWorldConditionsTestSuiteModule::IsAvailable
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionsTestSuiteModule.h
Checks to see if this module is loaded and ready. It is only valid to callGet()ifIsAvailable()returns true. True if the module is loaded and ready to use
WorldConditionsTestSuite
static bool IsAvailable()
[]
IWorldConditionsTestSuiteModule
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionsTestSuiteModule.h
The public interface to this module
WorldConditionsTestSuite
class IWorldConditionsTestSuiteModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)
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UWorldConditionOwnerClass
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(hidden) class UWorldConditionOwnerClass : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
[ { "type": "FWorldCondition...", "name": "Definition", "description": "" } ]
UWorldConditionTestCachedSchema::GetValueRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) GetValueRef() const
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UWorldConditionTestCachedSchema::IsStructAllowed
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
True if world condition of the specific type is allowed.
WorldConditionsTestSuite
virtual bool IsStructAllowed ( const [UScriptStruct](API\Runtime\CoreUObject\UObject\UScriptStruct) * InScriptStruct ) const
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UWorldConditionTestCachedSchema::UWorldConditionTestCachedSchema
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
UWorldConditionTestCachedSchema ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
UWorldConditionTestCachedSchema
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)() class UWorldConditionTestCachedSchema : public [UWorldConditionSchema](API\Plugins\WorldConditions\UWorldConditionSchema)
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UWorldConditionTestSchema::GetActorRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) GetActorRef() const
[]
UWorldConditionTestSchema::GetValueRef
/Engine/Plugins/Runtime/WorldConditions/Source/WorldConditionsTestSuite/Public/WorldConditionTestTypes.h
WorldConditionsTestSuite
[FWorldConditionContextDataRef](API\Plugins\WorldConditions\FWorldConditionContextDataRef) GetValueRef() const
[]