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UnrealMagicOfDoomOhYeah / UIDynamicFieldProvider.txt

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Engine/Classes/UIDynamicFieldProvider.uc
class UIDynamicFieldProvider extends UIDataProvider

    native function InitializeRuntimeFields();
    native virtual final function SavePersistentProviderData();
    native virtual final function bool ClearCollectionValueArray( name FieldName, optional bool bPersistent, optional name CellTag );
    native virtual final function bool ClearFields( optional bool bReinitializeRuntimeFields=true );
    native virtual final function bool GetCollectionValue( name FieldName, int ValueIndex, out string out_Value, optional bool bPersistent, optional name CellTag ) const;
    native virtual final function bool GetCollectionValueArray( name FieldName, out array<string> out_DataValueArray, optional bool bPersistent, optional name CellTag );
    native virtual final function bool GetCollectionValueSchema( name FieldName, out array<name> out_CellTagArray, optional bool bPersistent );
    native virtual final function bool InsertCollectionValue( name FieldName, out const string NewValue, optional int InsertIndex=INDEX_NONE, optional bool bPersistent, optional bool bAllowDuplicateValues, optional name CellTag );
    native virtual final function bool RemoveCollectionValue( name FieldName, out const string ValueToRemove, optional bool bPersistent, optional name CellTag );
    native virtual final function bool RemoveCollectionValueByIndex( name FieldName, int ValueIndex, optional bool bPersistent, optional name CellTag );
    native virtual final function bool RemoveField( name FieldName );
    native virtual final function bool ReplaceCollectionValue( name FieldName, out const string CurrentValue, out const string NewValue, optional bool bPersistent, optional name CellTag );
    native virtual final function bool ReplaceCollectionValueByIndex( name FieldName, int ValueIndex, out const string NewValue, optional bool bPersistent, optional name CellTag );
    native virtual final function bool SetCollectionValueArray( name FieldName, out const array<string> CollectionValues, optional bool bClearExisting=true, optional int InsertIndex=INDEX_NONE, optional bool bPersistent, optional name CellTag );
    native virtual final function int FindCollectionValueIndex( name FieldName, out const string ValueToFind, optional bool bPersistent, optional name CellTag ) const;
    native virtual final function int FindFieldIndex( name FieldName, optional bool bSearchPersistentFields ) const;
    native virtual final noexport function bool AddField( name FieldName, EUIDataProviderFieldType FieldType=DATATYPE_Property, optional bool bPersistent, optional out int out_InsertPosition );
    native virtual final noexport function bool GetField( name FieldName, out UIProviderScriptFieldValue out_Field );
    native virtual final noexport function bool SetField( name FieldName, const out UIProviderScriptFieldValue FieldValue, optional bool bChangeExistingOnly=true );