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Keeps track of the outer tree hierarchy of FSoftObjectPath.
| Name | FObjectPathHierarchy |
| Type | class |
| Header File | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Misc/ObjectPathHierarchy.h |
| Include Path | #include "Misc/ObjectPathHierarchy.h" |
Syntax
class FObjectPathHierarchy : public FNoncopyable
Inheritance Hierarchy
- FNoncopyable → FObjectPathHierarchy
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Misc/ObjectPathHierarchy.h | |||
FObjectPathHierarchy
(
FObjectPathHierarchy&& Other |
Misc/ObjectPathHierarchy.h |
Structs
| Name | Remarks |
|---|---|
| FTreeNode |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetNodes | TArray< TUniquePtr< FTreeNode > > | Each node represents an asset, e.g. /Game/Maps.Map. | Misc/ObjectPathHierarchy.h | |
| CachedNodes | TMap< FSoftObjectPath, FTreeNode * > | Maps every path to the corresponding node. | Misc/ObjectPathHierarchy.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddObject
(
const FSoftObjectPath& ObjectPath |
Adds Object to the hierarchy. | Misc/ObjectPathHierarchy.h | |
void Clear() |
Empties the entire hierarchy to the empty state. | Misc/ObjectPathHierarchy.h | |
bool HasChildren
(
const FSoftObjectPath& Object |
Misc/ObjectPathHierarchy.h | ||
bool IsAssetInHierarchy
(
const FSoftObjectPath& Object |
Misc/ObjectPathHierarchy.h | ||
bool IsEmpty() |
Checks there is an hierarchy. | Misc/ObjectPathHierarchy.h | |
TOptional< EHierarchyObjectType > IsInHierarchy
(
const FSoftObjectPath& Object |
Misc/ObjectPathHierarchy.h | ||
void RemoveObject
(
const FSoftObjectPath& Object |
Removes Object from the hierarchy. | Misc/ObjectPathHierarchy.h | |
void TraverseBottomToTop
(
TFunctionRef< EBreakBehavior(const FChildRelation&Relation)> Callback, |
Traverses the hierarchy in post-order (children first, then the root), starting at an optional parent object. | Misc/ObjectPathHierarchy.h | |
void TraverseTopToBottom
(
TFunctionRef< ETreeTraversalBehavior(const FChildRelation&Relation)> Callback, |
Traverses the hierarchy in pre-order (root first, then its children), starting at an optional parent object. | Misc/ObjectPathHierarchy.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static EBreakBehavior TraverseBottomToTopInternal
(
const FObjectHierarchyInfo& Owner, |
Misc/ObjectPathHierarchy.h | ||
static ETreeTraversalBehavior TraverseTopToBottomInternal
(
const FObjectHierarchyInfo& Owner, |
Misc/ObjectPathHierarchy.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectPathHierarchy & operator=
(
FObjectPathHierarchy&& Other |
Misc/ObjectPathHierarchy.h |