G1R AngelScript
Scripting reference for the Gothic 1 Remake
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UPrimaryDataAsset Class Reference

A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. Instances of native subclasses can be created directly as Data Assets in the editor and will use the name of the native class as the PrimaryAssetType. Or, blueprint subclasses can be created to add variables and then subclassed again by Data Only Blueprints that set those variables. With blueprint subclasses, use Data Only Blueprints (and not Data Asset instances) to properly handle data inheritance and updating the parent class. More...

Static Public Member Functions

Static Functions
static UClass StaticClass ()
Static Public Member Functions inherited from UDataAsset
static UClass StaticClass ()
Static Public Member Functions inherited from UObject
static UClass StaticClass ()

Additional Inherited Members

Public Member Functions inherited from UObject
bool MarkPackageDirty () const
void RemoveFromRoot ()
bool GetIsRooted () const
bool IsTransient () const
bool Modify (bool bAlwaysMarkDirty=true)
void SetTransactional (bool bTransactional)
bool IsSupportedForNetworking () const
UClass GetClass () const
UObject GetOuter () const
UObject GetTypedOuter (TSubclassOf< UObject > Target) const
 Traverses the outer chain searching for the next object of a certain type.
UPackage GetOutermost () const
UPackage GetPackage () const
void AddToRoot ()
UWorld GetWorld () const
FName GetName () const
FString GetFullName (const UObject StopOuter=nullptr) const
FString GetPathName (const UObject StopOuter=nullptr) const
bool IsA (const UClass Class) const
 Returns true if this object is of the specified type, or a child of that type.
void SaveConfig ()
void LoadConfig ()
void ReloadConfig ()
void CopyScriptPropertiesFrom (const UObject OtherObject)
void opCast (?&Address) const
FString ToString () const
Public Attributes inherited from UObject
const UClass Class
const UObject Outer
const UPackage Outermost
const UPackage Package
const UWorld World
const FName Name
const bool IsRooted

Detailed Description

A DataAsset that implements GetPrimaryAssetId and has asset bundle support, which allows it to be manually loaded/unloaded from the AssetManager. Instances of native subclasses can be created directly as Data Assets in the editor and will use the name of the native class as the PrimaryAssetType. Or, blueprint subclasses can be created to add variables and then subclassed again by Data Only Blueprints that set those variables. With blueprint subclasses, use Data Only Blueprints (and not Data Asset instances) to properly handle data inheritance and updating the parent class.

The PrimaryAssetType will be equal to the name of the first native class going up the hierarchy, or the highest level blueprint class. IE, if you have UPrimaryDataAsset -> UParentNativeClass -> UChildNativeClass -> DataOnlyBlueprintClass the type will be ChildNativeClass. Whereas if you have UPrimaryDataAsset -> ParentBlueprintClass -> DataOnlyBlueprintClass the type will be ParentBlueprintClass. To change this behavior, override GetPrimaryAssetId in your native class or copy those functions into a different native base class.

Member Function Documentation

◆ StaticClass()

UClass StaticClass ( )
static