Limen Framework 0.1 Help

ULimenArchive

Overview

ULimenArchive is a subclass of ULimenStorageItem designed to manage and provide access to archived content. It includes properties for storing text paragraphs, an image, and a display widget class. The class also provides functionality to track whether the archive has been read and to retrieve various forms of the stored content.

Properties

Type

Name

Access

Description

FArchiveDelegate

OnArchiveRead

BlueprintAssignable

A delegate that is broadcast when the archive is read.

bool

bHasBeenRead

SaveGame, Private

Tracks whether the archive has been read.

TArray<FText>

Paragraphs

EditAnywhere, Public

An array of text paragraphs stored in the archive.

TSoftObjectPtr<UTexture>

ImageTexture

EditAnywhere, Public

A soft pointer to an image texture associated with the archive.

TSoftClassPtr<[ULimenArchiveDisplayWidget](LimenArchiveDisplayWidget.md)>

DisplayWidgetClass

EditAnywhere, Public

A soft class pointer to a display widget class used for rendering the archive content.

Functions

Return Type

Signature

Description

bool

HasBeenRead() const

Returns whether the archive has been read.

void

SetHasBeenRead()

Marks the archive as having been read and broadcasts the OnArchiveRead delegate.

const TArray<FText>&

GetParagraphs() const

Returns an array of text paragraphs stored in the archive.

const FText&

GetFullText() const

Returns a concatenated string of all paragraphs, with each paragraph separated by two newlines. The result is cached for performance.

UTexture*

GetImage() const

Loads and returns the image texture associated with the archive synchronously.

TSubclassOf<[ULimenArchiveDisplayWidget](LimenArchiveDisplayWidget.md)>

GetDisplayWidgetClass() const

Loads and returns the display widget class associated with the archive synchronously.

Usage & Implementation Notes

  • Threading Constraints: The GetFullText function is thread-safe as it uses a mutable optional to cache the result.

  • Replication Requirements: The bHasBeenRead property is marked with SaveGame, indicating that its state should be saved and replicated across networked instances if applicable.

  • Memory Lifetime Management: The ImageTexture and DisplayWidgetClass use soft pointers, which manage memory more efficiently by not loading the objects until they are actually needed.

22 May 2026