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Unreal Engine C++ API Reference > Plugins > RemoteControl
References
Module | RemoteControl |
Header | /Engine/Plugins/VirtualProduction/RemoteControl/Source/RemoteControl/Public/RemoteControlFieldPath.h |
Include | #include "RemoteControlFieldPath.h" |
Syntax
USTRUCT&40;&41;
struct FRCFieldPathSegment
Remarks
RemoteControl Path segment holding a property layer
Variables
Type | Name | Description | |
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int32 | ArrayIndex | Container index if any. |
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FString | MapKey | Holds the key in case of a path containing an indexed map. |
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FName | Name | Name of the segment |
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FRCFieldResolvedData | ResolvedData | Resolved Data of the segment |
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FString | ValuePropertyName | Value property name, in case a map is being indexed. |
Constructors
Type | Name | Description | |
---|---|---|---|
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FRCFieldPathSegment
(
FStringView SegmentName |
Builds a segment from a name. |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | IsResolved () |
Returns true if a Field was found for a given owner |
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FString | ToString
(
bool bDuplicateContainer |
Converts this segment to a string FieldName, FieldName[Index] If bDuplicateContainer is asked, format will be different if its indexed FieldName.FieldName[Index] -> This is to bridge for PathToProperty |