25 typedef UClass* (*StaticClassFunctionType)();
35 T::__DefaultConstructor(X);
65 const std::string& PackageName,
66 const std::string& Name,
74 ClassConstructorType InClassConstructor,
77 StaticClassFunctionType InSuperClassFn
89 KARMA_API void InitializePrivateStaticClass(
90 class UClass* TClass_Super_StaticClass,
91 class UClass* TClass_PrivateStaticClass,
92 class UClass* TClass_WithinClass_StaticClass,
93 const std::string& PackageName,
94 const std::string& Name
148 virtual void FinishDestroy();
156 virtual const std::string&
GetDesc() {
static std::string someString =
"";
return someString; }
166 virtual class UWorld* GetWorld()
const;
176 bool IsValidChecked(
const UObject* Test);
185 virtual void BeginDestroy();
199 virtual bool Modify(
bool bAlwaysMarkDirty =
true);
202 bool CanModify()
const;
215 bool IsSelected()
const;
#define KARMA_API
Defining Karma's API macro for storage class information.
Definition Core.h:41
#define FORCEINLINE
Typical inlining macro for clarity.
Definition Core.h:157
This file contains some commonly used game code macros.
#define DECLARE_KARMA_CLASS(TClass, TSuperClass)
Karma's gamecode object class declaration.
Definition GFrameworkMacros.h:44
void InternalConstructor(const FObjectInitializer &X)
Helper template to call the default constructor for a class.
Definition Object.h:33
FORCEINLINE bool IsValid(const UObject *Test)
Test validity of object.
Definition Object.h:239
FORCEINLINE bool TentativeFlagChecks(const UObject *Test)
Note the name. Need to understand UE's take upon the subject.
Definition Object.h:224
This file contains the class UObjectBase class.
EObjectFlags
Flags describing an object instance.
Definition UObjectGlobals.h:183
@ RF_PendingKill
Objects that are pending destruction (invalid for gameplay but valid objects). This flag is mirrored ...
Definition UObjectGlobals.h:231
@ RF_Garbage
Garbage from logical point of view and should not be referenced. This flag is mirrored in EInternalOb...
Definition UObjectGlobals.h:232
EInternalObjectFlags
Objects flags for internal use (GC, low level UObject code)
Definition UObjectGlobals.h:243
@ PendingKill
Objects that are pending destruction (invalid for gameplay but valid objects). This flag is mirrored ...
Definition UObjectGlobals.h:255
@ Garbage
Garbage from logical point of view and should not be referenced. This flag is mirrored in EObjectFlag...
Definition UObjectGlobals.h:247
Internal class to finalize UObject creation (initialize properties) after the real C++ constructor is...
Definition UObjectGlobals.h:921
An object class.
Definition Class.h:158
FORCEINLINE uint32_t GetInternalIndex() const
Definition UObjectBase.h:110
FORCEINLINE bool HasAnyFlags(EObjectFlags FlagsToCheck) const
Definition UObjectBase.h:363
UObjectBase()
Providing a default constructor.
Definition UObjectBase.cpp:15
The base class of all the game code relevant objects.
Definition Object.h:106
FORCEINLINE bool Modify(bool bAlwaysMarkDirty=true)
Definition Object.h:204
static const char * StaticConfigName()
Definition Object.h:135
virtual const std::string & GetDesc()
Return a one line description of an object for viewing in the thumbnail view of the generic browser.
Definition Object.h:156
UObject()
Definition Object.cpp:10
The World is the top level object representing a map or a sandbox in which Actors and Components will...
Definition World.h:150