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Possible save opt: Use paged linear allocator that only allocates on page exhaustion.
| Name | FLeafRangeAllocator |
| Type | class |
| Header File | /Engine/Plugins/Experimental/PlainProps/Source/Public/PlainPropsBind.h |
| Include Path | #include "PlainPropsBind.h" |
Syntax
class FLeafRangeAllocator
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FLeafRangeAllocator
(
FScratchAllocator& InScratch, |
PlainPropsBind.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Expected | const FUnpackedLeafType | PlainPropsBind.h | ||
| Range | FBuiltRange * | PlainPropsBind.h | ||
| Scratch | FScratchAllocator & | PlainPropsBind.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void * AllocateNonEmptyRange
(
SizeType Num, |
PlainPropsBind.h | ||
T * AllocateRange
(
SizeType Num |
PlainPropsBind.h | ||
FBuiltRange * GetAllocatedRange() |
PlainPropsBind.h |