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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/IPropertyAccessEditor
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
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 |
ResolvePropertyAccess(const UStruct *, TArrayView< const FString >, const FResolvePropertyAccessArgs &)
Description
Resolve a property path to a structure, calling back for each segment in path segment order if resolution succeed
| Name | ResolvePropertyAccess |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h |
| Include Path | #include "IPropertyAccessEditor.h" |
FPropertyAccessResolveResult ResolvePropertyAccess
(
const UStruct * InStruct,
TArrayView < const FString > InPath,
const FResolvePropertyAccessArgs & InArgs
) const
true if resolution succeeded
ResolvePropertyAccess(const UStruct , TArrayView< const FString >, FProperty &, int32 &)
Description
Resolve a property access, returning the leaf property and array index if any.
| Name | ResolvePropertyAccess |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessEditor.h |
| Include Path | #include "IPropertyAccessEditor.h" |
FPropertyAccessResolveResult ResolvePropertyAccess
(
const UStruct * InStruct,
TArrayView < const FString > InPath,
FProperty *& OutProperty,
int32 & OutArrayIndex
) const
result structure for more information about the result