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FConcertPropertyChain::ResolveProperty is expensive because it has to iterate the property hierarchy.
This caches look-up results of native classes. By default, properties in Blueprint classes are not cached because they can change at runtime and leave dangling FProperty pointers.
| Name | FPropertyResolutionCache |
| Type | class |
| Header File | /Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncCore/Source/ConcertSyncCore/Public/Replication/PropertyResolutionCache.h |
| Include Path | #include "Replication/PropertyResolutionCache.h" |
Syntax
class FPropertyResolutionCache
Structs
| Name | Remarks |
|---|---|
| FClassCache |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CachedProperties | TMap< const UStruct *, FClassCache > | Replication/PropertyResolutionCache.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear
(
int32 ExpectedNumElements |
Removes everything from the cache. | Replication/PropertyResolutionCache.h | |
void Invalidate
(
const UStruct& Struct |
Removes the class from the cache. | Replication/PropertyResolutionCache.h | |
FProperty * ResolveAndCache
(
const UStruct& Struct, |
Resolves the property chain and caches the result; | Replication/PropertyResolutionCache.h |