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Handle used to track property accesses that are being compiled.
| Name | FPropertyAccessHandle |
| Type | struct |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h |
| Include Path | #include "IPropertyAccessCompiler.h" |
Syntax
struct FPropertyAccessHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| IPropertyAccessCompiler.h | |||
FPropertyAccessHandle
(
int32 InId, |
IPropertyAccessCompiler.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Id | int32 | Index used to track accesses by external systems. | IPropertyAccessCompiler.h | |
| Type | EPropertyAccessHandleType | The type of this access. | IPropertyAccessCompiler.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetId() |
Get the internal index. | IPropertyAccessCompiler.h | |
EPropertyAccessHandleType GetType() |
Get the type. | IPropertyAccessCompiler.h | |
bool IsValid() |
Check this handle for validity. | IPropertyAccessCompiler.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FPropertyAccessHandle& Other |
IPropertyAccessCompiler.h |