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API > API/Editor > API/Editor/UnrealEd > API/Editor/UnrealEd/IPropertyAccessLibraryCompiler
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPropertyAccessHandle AddCopy
(
TArrayView< FString > InSourcePath, |
Add a copy to the property access library we are compiling | IPropertyAccessCompiler.h | |
virtual int32 AddCopy
(
TArrayView< FString > InSourcePath, |
IPropertyAccessCompiler.h |
AddCopy(TArrayView< FString >, TArrayView< FString >, const FName &, UObject *)
Description
Add a copy to the property access library we are compiling
| Name | AddCopy |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h |
| Include Path | #include "IPropertyAccessCompiler.h" |
FPropertyAccessHandle AddCopy
(
TArrayView < FString > InSourcePath,
TArrayView < FString > InDestPath,
const FName & InContextId,
UObject * InAssociatedObject
)
a handle to the pending copy. This can be resolved to a true copy index by calling GetCompiledHandle
AddCopy(TArrayView< FString >, TArrayView< FString >, EPropertyAccessBatchType, UObject *)
| Name | AddCopy |
| Type | function |
| Header File | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h |
| Include Path | #include "IPropertyAccessCompiler.h" |
virtual int32 AddCopy
(
TArrayView < FString > InSourcePath,
TArrayView < FString > InDestPath,
EPropertyAccessBatchType InBatchType,
UObject * InAssociatedObject
)