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Determines the parent-child relationship between objects. The model can be given an object and it will list all child objects, usually subobjects or child components.
In editor builds, an implementation could resolve object paths to AActors, USceneComponent, etc. In programs, an implementation could be to compare all known object path strings.
| Name | IObjectHierarchyModel |
| Type | class |
| Header File | /Engine/Plugins/Developer/Concert/ConcertUI/ConcertSharedSlate/Source/ConcertSharedSlate/Public/Replication/Editor/Model/Object/IObjectHierarchyModel.h |
| Include Path | #include "Replication/Editor/Model/Object/IObjectHierarchyModel.h" |
Syntax
class IObjectHierarchyModel
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~IObjectHierarchyModel() |
Replication/Editor/Model/Object/IObjectHierarchyModel.h |
Structs
| Name | Remarks |
|---|---|
| FParentInfo |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForEachChildRecursive
(
const TSoftObjectPtr<>& Root, |
Util for iterating all subobjects. | Replication/Editor/Model/Object/IObjectHierarchyModel.h | |
void ForEachDirectChild
(
const TSoftObjectPtr<>& Root, |
Gets all direct children in the hierarchy. | Replication/Editor/Model/Object/IObjectHierarchyModel.h | |
TArray< TSoftObjectPtr<>, TAllocator > GetChildrenRecursive
(
const TSoftObjectPtr<>& Root, |
Builds a TArray containing all children, recursively. | Replication/Editor/Model/Object/IObjectHierarchyModel.h | |
TOptional< FParentInfo > GetParentInfo
(
const TSoftObjectPtr< const UObject >& ChildObject |
Gets parent info for ChildObject, if it has a child. | Replication/Editor/Model/Object/IObjectHierarchyModel.h |