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Motion Design Extension to FSoftObjectPtr. Adding the class information along to resolve a Motion Design Asset without loading anything.
| Name | FAvaSoftAssetPtr |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/Avalanche/Source/Avalanche/Public/Framework/AvaSoftAssetPtr.h |
| Include Path | #include "Framework/AvaSoftAssetPtr.h" |
Syntax
struct FAvaSoftAssetPtr
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetClassPath | FSoftClassPath | Framework/AvaSoftAssetPtr.h | ||
| AssetPtr | TSoftObjectPtr< UObject > | We need to use the template, it is the only way we can assign it from another SoftObjetPtr. | Framework/AvaSoftAssetPtr.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EMotionDesignAssetType GetAssetType
(
bool bInLoadIfUnknown |
Determines the asset type from the given class path or by loading the object. | Framework/AvaSoftAssetPtr.h | |
bool IsNull () |
Warning: IsValid() for an AssetPtr will cause the asset to be loaded. | Framework/AvaSoftAssetPtr.h | |
const FSoftObjectPath & ToSoftObjectPath() |
Framework/AvaSoftAssetPtr.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FAvaSoftAssetPtr& Rhs |
Framework/AvaSoftAssetPtr.h |