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Editor support for property access system
| Name | IPropertyAccessEditor |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h |
| Include Path | #include "IPropertyAccessEditor.h" |
Syntax
class IPropertyAccessEditor : public IModularFeature
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IPropertyAccessEditor() |
IPropertyAccessEditor.h |
Structs
| Name | Remarks |
|---|---|
| FResolvePropertyAccessArgs | Args used to resolve property access segments. |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EPropertyAccessCompatibility GetPinTypeCompatibility
(
const FEdGraphPinType& InPinTypeA, |
Get the compatibility of the two supplied pin types. Ordering matters for promotion (A->B). | IPropertyAccessEditor.h | |
EPropertyAccessCompatibility GetPropertyCompatibility
(
const FProperty* InPropertyA, |
Get the compatibility of the two supplied properties. Ordering matters for promotion (A->B). | IPropertyAccessEditor.h | |
TUniquePtr< IPropertyAccessLibraryCompiler > MakePropertyAccessCompiler
(
const FPropertyAccessLibraryCompilerArgs& InArgs |
Make a property access library compiler, used for building a FPropertyAccessLibrary. | IPropertyAccessEditor.h | |
TSharedRef< SWidget > MakePropertyBindingWidget
(
UBlueprint* InBlueprint, |
Make a property binding widget. | IPropertyAccessEditor.h | |
TSharedRef< SWidget > MakePropertyBindingWidget
(
const TArray< FBindingContextStruct >& InBindingContextStructs, |
Make a property binding widget. | IPropertyAccessEditor.h | |
void MakeStringPath
(
const TArray< FBindingChainElement >& InBindingChain, |
Makes a string path from a binding chain. | IPropertyAccessEditor.h | |
| Make a text representation of a property path | IPropertyAccessEditor.h | ||
virtual EPropertyAccessResolveResult ResolveLeafProperty
(
const UStruct* InStruct, |
IPropertyAccessEditor.h | ||
FPropertyAccessResolveResult ResolvePropertyAccess
(
const UStruct* InStruct, |
Resolve a property path to a structure, calling back for each segment in path segment order if resolution succeed | IPropertyAccessEditor.h | |
FPropertyAccessResolveResult ResolvePropertyAccess
(
const UStruct* InStruct, |
Resolve a property access, returning the leaf property and array index if any. | IPropertyAccessEditor.h |