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Property Reference as a Blueprint Type. Usable in blueprints (e.g. tasks) and parameters
| Name | FSceneStateBlueprintPropertyReference |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneStateBinding/Public/SceneStateBlueprintPropertyReference.h |
| Include Path | #include "SceneStateBlueprintPropertyReference.h" |
Syntax
USTRUCT (BlueprintType , DisplayName="Scene State Property Reference")
struct FSceneStateBlueprintPropertyReference : public FSceneStatePropertyReference
Inheritance Hierarchy
- FSceneStatePropertyReference → FSceneStateBlueprintPropertyReference
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsReferenceToArray | bool | If specified, the reference is to an TArray |
SceneStateBlueprintPropertyReference.h |
|
| ReferenceType | ESceneStatePropertyReferenceType | Specifies the type of property to reference | SceneStateBlueprintPropertyReference.h |
|
| TypeObject | TObjectPtr< UObject > | Specifies the type of property to reference together with ReferenceType, used for Enums, Structs, Objects and Classes. | SceneStateBlueprintPropertyReference.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ESceneStatePropertyReferenceType GetReferenceType() |
Returns the property reference's type | SceneStateBlueprintPropertyReference.h | |
UObject * GetTypeObject() |
Returns selected ScriptStruct, Class or Enum. | SceneStateBlueprintPropertyReference.h | |
bool IsReferenceToArray() |
Returns true if referenced property is an array. | SceneStateBlueprintPropertyReference.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FSceneStateBlueprintPropertyReference BuildFromPinType
(
const FEdGraphPinType& InPinType |
Builds a property reference instance based on the given pin type | SceneStateBlueprintPropertyReference.h | |
static FName GetIsReferenceToArrayMemberName() |
SceneStateBlueprintPropertyReference.h | ||
static FName GetReferenceTypeMemberName() |
Get Property Member Name functions | SceneStateBlueprintPropertyReference.h | |
static FName GetTypeObjectMemberName() |
SceneStateBlueprintPropertyReference.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FSceneStateBlueprintPropertyReference& InOther |
SceneStateBlueprintPropertyReference.h |