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For persistence, every node in a graph is given a unique index. A FGraphHandle encapsulates that index to make it easy to go from the index to the node and vice versa.
| Name | FGraphHandle |
| Type | struct |
| Header File | /Engine/Plugins/Experimental/GameplayGraph/Source/GameplayGraph/Public/Graph/GraphHandle.h |
| Include Path | #include "Graph/GraphHandle.h" |
Syntax
USTRUCT ()
struct FGraphHandle
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGraphHandle () |
Graph/GraphHandle.h | ||
FGraphHandle
(
FGraphUniqueIndex InUniqueIndex, |
Graph/GraphHandle.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FGraphHandle() |
Graph/GraphHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| UniqueIndex | FGraphUniqueIndex | Unique identifier within a graph. | Graph/GraphHandle.h |
|
| WeakGraph | TWeakObjectPtr< UGraph > | Pointer to the graph | Graph/GraphHandle.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Clear() |
Graph/GraphHandle.h | ||
UGraph * GetGraph() |
Graph/GraphHandle.h | ||
FGraphUniqueIndex GetUniqueIndex() |
Graph/GraphHandle.h | ||
virtual bool HasElement() |
Graph/GraphHandle.h | ||
bool IsComplete() |
Graph/GraphHandle.h | ||
bool IsValid() |
Whether or not this handle has been initialized. | Graph/GraphHandle.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FGraphHandle& Other |
Graph/GraphHandle.h | ||
bool operator==
(
const FGraphHandle& Other |
Graph/GraphHandle.h |