FGantryChannelRegistry
Every channel declared for the game: the events and hooks it offers as part of its API.
One per process.
Declarations come from three places: code (Declare, typically from a module's startup), Channel Set assets listed in Project Settings > Plugins > Gantry Core > Channel Sets (declared once the engine is up), and experiences' Declare Channels stages (declared while they run, so a game mode or a DLC pack can offer channels too). Two declarations of one tag that disagree (another kind or payload) are both kept; the first is the one Find returns, and a warning names both.
Declaring is what makes a channel part of the API: the API manifest lists declared channels, and with Warn On Undeclared Channels on, sending or running a hook on a channel nobody declared (or with the wrong payload or kind, or a deprecated one) logs a warning, once per channel.
Members
Get
static FGantryChannelRegistry &
The process's registry.
Declare
FGantryChannelDeclarationHandle
Declares a channel.
Declaration:The channel.
Source:Who declares it, for the log and the manifest ("MyGame", a DLC pack's name).
Returns: A handle to take it back with.
Undeclare
void
Takes a declaration back.
Unknown handles do nothing; the handle is cleared.
Find
const FGantryChannelDeclaration *
The declaration of a channel.
Returns: The first declaration of Tag, or null when nobody declared it.
GetAll
TArray< TPair< FGantryChannelDeclaration, FName > >
Returns: Every declaration, in the order they were made, with who made each.
CheckUse
void
Checks a use of a channel against its declaration, when the settings ask for it: undeclared, the wrong kind, a payload that is not the declared struct (or a child of it), or deprecated.
Warns once per channel.
DeclareConfiguredSets
void
Declares the channels of the Channel Sets the settings list.
Runs once the engine is up.