UGantryGameFeatureData
Game feature data that records the plugin's build information for compatibility checks.
Use it as the Game Feature Data class for a game feature plugin: pick Gantry Game Feature Data when you create the plugin's data asset (Add > Gantry > Game Feature Data). Fill in Metadata, such as the game versions the plugin works with. The engine and game versions it was built with, the schema hashes of the code modules its content uses, and its content hash are written when the content is cooked.
UGantryGameFeaturesProjectPolicies reads that information to refuse a plugin built for another engine, game version or API version, or cooked against another build of the game's code. Experiences carry the same kind of metadata, because an experience in the base game's install (chunk 0) has no plugin to take it from. Where both exist, the plugin's decides whether it mounts, and the experience's decides whether it can be selected.
A plugin that uses this class depends on the Gantry plugin's GantryExperience module. Choose that on purpose: once plugins ship against it, Gantry cannot be taken out of the project.
- Inherits
UGameFeatureData
Properties
| Property | Type | Default | Description |
|---|---|---|---|
Metadata read-only | FGantryContentMetadata | Build information and compatibility for the plugin this data asset belongs to. |
C++
Public C++ members that Blueprint does not see.
DataPatchesTag
const FName
Asset registry tag: the keys of every value the Patch Data actions change, separated by ';'.
GetPrimaryAssetId
virtual FPrimaryAssetId
The engine's game feature data type ("GameFeatureData:"), not this class's name.
The Game Features subsystem registers every plugin's data with the asset manager under its id, and projects declare the GameFeatureData type; under a type named for this class the registration would fail silently, taking the data asset's bundles with it.
GetAssetRegistryTags
virtual void
Copies Metadata into asset registry tags, so the policy can judge the plugin unmounted, and records what its Patch Data actions change (DataPatchesTag), so the mod report can find two plugins patching one value.
PreSave
virtual void
Writes build information, schema hashes and content hash into Metadata when saving for a cook; editor saves do not.