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References
| Module | UnrealEd |
| Header | /Engine/Source/Editor/UnrealEd/Public/IPropertyAccessCompiler.h |
| Include | #include "IPropertyAccessCompiler.h" |
Syntax
class IPropertyAccessLibraryCompiler
Remarks
A helper used to compile a property access library.
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| FPropertyAccessHandle | AddAccess
(
TArrayView< FString > InPath, |
Add an access to the property access library we are compiling | |
| FPropertyAccessHandle | AddCopy
(
TArrayView< FString > InSourcePath, |
Add a copy to the property access library we are compiling | |
| int32 | AddCopy
(
TArrayView< FString > InSourcePath, |
||
| void | Begin compilation - reset the library to its default state. | ||
| void | BeginCompilation
(
const UClass* InClass |
||
| bool | Post-process the library to finish compilation. | ||
| FCompiledPropertyAccessHandle | GetCompiledHandle
(
FPropertyAccessHandle InHandle |
Maps the initial copy handle to a true handle, post compilation. | |
| EPropertyAccessCopyType | GetCompiledHandleAccessType
(
FPropertyAccessHandle InHandle |
Get the access type for the specified handle. | |
| void | IterateErrors
(
TFunctionRef< void(const FText&, UObject*)> InFunction |
Iterate any errors we have with compilation. |