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An external reference to a DaySequence object, resolvable through an arbitrary context.
Bindings consist of an optional package name, and the path to the object within that package. Where package name is empty, the reference is a relative path from a specific outer (the context). Currently, the package name should only ever be empty for component references, which must remain relative bindings to work correctly with spawnables and reinstanced actors.
| Name | FDaySequenceBindingReference |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/DaySequence/Source/DaySequence/Public/DaySequenceBindingReference.h |
| Include Path | #include "DaySequenceBindingReference.h" |
Syntax
USTRUCT ()
struct FDaySequenceBindingReference
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Default construction only used for serialization | DaySequenceBindingReference.h | ||
FDaySequenceBindingReference
(
UObject* InObject, |
Construct a new binding reference from an object, and a given context (expected to be either a UWorld, or an AActor) | DaySequenceBindingReference.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ExternalObjectPath | TSoftObjectPtr< UObject > | Path to a specific actor/component inside an external package | DaySequenceBindingReference.h | |
| ObjectPath | FString | Object path relative to a passed in context object, this is used if ExternalObjectPath is invalid | DaySequenceBindingReference.h | |
| Specialization | EDaySequenceBindingReferenceSpecialization | Used when object path data is empty. Generally used for context-specific dynamic bindings. | DaySequenceBindingReference.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
EDaySequenceBindingReferenceSpecialization GetSpecialization() |
DaySequenceBindingReference.h | ||
void PerformLegacyFixup() |
Perform legacy data fixup as part of PostLoad | DaySequenceBindingReference.h | |
| Resolve this reference within the specified context | DaySequenceBindingReference.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FDaySequenceBindingReference DefaultRootBinding() |
Construct a new binding that always resolves to the day sequence actor | DaySequenceBindingReference.h | |
static FDaySequenceBindingReference SpecializedBinding
(
EDaySequenceBindingReferenceSpecialization Specialization |
Construct a new binding that always resolves based on specialization type. | DaySequenceBindingReference.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FDaySequenceBindingReference& Other |
Check whether this binding reference is equal to the specified object | DaySequenceBindingReference.h |