//------------------------------------------------------------------------------
void FBlueprintActionDatabase::AddReferencedObjects(FReferenceCollector& Collector)
{
	for (auto& ActionListIt : ActionRegistry)
	{
		Collector.AddReferencedObjects(ActionListIt.Value);
	}
}
Example #2
0
void UDataTable::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
    UDataTable* This = CastChecked<UDataTable>(InThis);

    // Need to emit references for referenced rows
    if(This->RowStruct != NULL)
    {
        // Now iterate over rows in the map
        for ( auto RowIt = This->RowMap.CreateIterator(); RowIt; ++RowIt )
        {
            uint8* RowData = RowIt.Value();

            if (RowData)
            {
                // Serialize all of the properties to make sure they get in the collector
                FSimpleObjectReferenceCollectorArchive ObjectReferenceCollector( This, Collector );
                This->RowStruct->SerializeBin(ObjectReferenceCollector, RowData);
            }
        }
    }

#if WITH_EDITOR
    Collector.AddReferencedObjects(This->TemporarilyReferencedObjects);
#endif //WITH_EDITOR

    Super::AddReferencedObjects( This, Collector );
}
void FTransaction::AddReferencedObjects( FReferenceCollector& Collector )
{
	for( FObjectRecord& ObjectRecord : Records )
	{
		ObjectRecord.AddReferencedObjects( Collector );
	}
	Collector.AddReferencedObjects(ObjectMap);
}
//------------------------------------------------------------------------------
void FBlueprintNodeTemplateCache::AddReferencedObjects(FReferenceCollector& Collector)
{
	for (auto& TemplateEntry : NodeTemplateCache)
	{
		Collector.AddReferencedObject(TemplateEntry.Value);
	}
	Collector.AddReferencedObjects(TemplateOuters);
}
void FAssetEditorToolkit::FGCEditingObjects::AddReferencedObjects(FReferenceCollector& Collector)
{
	Collector.AddReferencedObjects(OwnerToolkit.EditingObjects);
}
void FUnrealEnginePythonHouseKeeper::AddReferencedObjects(FReferenceCollector& InCollector)
{
    InCollector.AddReferencedObjects(PythonTrackedObjects);
}
void FActorFolders::AddReferencedObjects(FReferenceCollector& Collector)
{
	// Add references for all our UObjects so they don't get collected
	Collector.AddReferencedObjects(TemporaryWorldFolders);
}
void FSlateRHIResourceManager::AddReferencedObjects(FReferenceCollector& Collector)
{
	Collector.AddReferencedObjects(AccessedUTextures);
	Collector.AddReferencedObjects(AccessedMaterials);
}
void FPreviewScene::AddReferencedObjects( FReferenceCollector& Collector )
{
	Collector.AddReferencedObjects( Components );
	Collector.AddReferencedObject( DirectionalLight );
	Collector.AddReferencedObject( PreviewWorld );
}
void ULandscapeInfoMap::AddReferencedObjects(UObject* InThis, FReferenceCollector& Collector)
{
	ULandscapeInfoMap* This = CastChecked<ULandscapeInfoMap>(InThis);

	Collector.AddReferencedObjects(This->Map, This);
}