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Describes a property path that can be captured. It just exposes a display name but uses internal data in order to be able to capture exception properties, like materials
| Name | FCapturableProperty |
| Type | struct |
| Header File | /Engine/Plugins/Enterprise/VariantManager/Source/VariantManager/Public/CapturableProperty.h |
| Include Path | #include "CapturableProperty.h" |
Syntax
USTRUCT (BlueprintType )
struct FCapturableProperty
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| CapturableProperty.h | |||
FCapturableProperty
(
const FString& InDisplayName, |
CapturableProperty.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CaptureType | EPropertyValueCategory | CapturableProperty.h | ||
| Checked | bool | CapturableProperty.h | ||
| ComponentNames | TArray< FString > | CapturableProperty.h | ||
| DisplayName | FString | CapturableProperty.h |
|
|
| Prop | FPropertyPath | CapturableProperty.h | ||
| PropertySetterName | FName | CapturableProperty.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TArray< FCapturedPropSegment > ToCapturedPropSegmentArray() |
CapturableProperty.h |