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[Closed] Component instance cached data

Hello, this API has recently been changed (in 4.3). In order to achieve data caching we need to override UACtorComponent's

 virtual FName GetComponentInstanceDataType() const override;
 virtual TSharedPtr<class FComponentInstanceDataBase> GetComponentInstanceData() const override;
 virtual void ApplyComponentInstanceData(TSharedPtr<class FComponentInstanceDataBase> ComponentInstanceData) override;

This is all great, but FComponentInstanceDataBase is not exported from Engine module (no ENGINE_API) in front of it. Which basically produces link errors when you try to use all of this functionality in a plugin.

Is this a bug or am I crucially missing something here? Thanks

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asked Aug 06 '14 at 10:15 PM in C++ Programming

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ttvd
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avatar image ttvd Aug 07 '14 at 08:12 PM

We submitted a pull request and this will apparently be fixed in 4.4. https://github.com/EpicGames/UnrealEngine/pull/343

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The question has been closed Aug 07 '14 at 08:12 PM by ttvd for the following reason:

The question is answered, right answer was accepted


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