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Property References allows the binding system to handle a property by reference rather than by copy. A reference holds a single 'ReferenceIndex' that points to the index of both a 'Reference' and its 'Resolved Reference'. To get the property by reference, the binding collection (to get the data handle) and the execution context (to get the data view) are required. This is useful for tasks that need to write to external properties (e.g. as a form of output). The expected type of the reference should be set in "RefType" meta specifier. Meta specifiers for the type:
RefType="
IsRefToArray Specified to mean that the reference is to an TArray
CanRefToArray Specified to mean that the reference can bind to a RefType or TArray
| Name | FSceneStatePropertyReference |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/SceneState/Source/SceneStateBinding/Public/SceneStatePropertyReference.h |
| Include Path | #include "SceneStatePropertyReference.h" |
Syntax
USTRUCT ()
struct FSceneStatePropertyReference
Derived Classes
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| IndexCapacity | uint16 | Max number of indices that can be used | SceneStatePropertyReference.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ReferenceIndex | uint16 | SceneStatePropertyReference.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsValidIndex () |
Returns whether the index is a valid index. | SceneStatePropertyReference.h |