Navigation
API > API/Plugins > API/Plugins/VariantManagerContent
| Name | UPropertyValue |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/PropertyValue.h |
| Include Path | #include "PropertyValue.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UPropertyValue : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPropertyValue
Derived Classes
UPropertyValue derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPropertyValue
(
const FObjectInitializer& ObjectInitializer |
PropertyValue.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDataToResolvedObject() |
Applies our recorded data to the PropertyValuePtr for the resolved object. | PropertyValue.h | |
void ClearDefaultValue() |
PropertyValue.h | ||
void ClearLastResolve() |
PropertyValue.h | ||
virtual bool ContainsProperty
(
const FProperty* Prop |
PropertyValue.h | ||
const TArray< FCapturedPropSegment > & GetCapturedPropSegments() |
Returns an array of link segments that together describe the full property path. | PropertyValue.h | |
virtual TArray< uint8 > GetDataFromResolvedObject() |
Fetches the value bytes for this property from the resolved object. | PropertyValue.h | |
virtual const TArray< uint8 > & GetDefaultValue() |
PropertyValue.h | ||
uint32 GetDisplayOrder () |
Get the order with which the VariantManager should display this in a property list. | PropertyValue.h | |
FString GetEnumDocumentationLink() |
PropertyValue.h | ||
UEnum * GetEnumPropertyEnum() |
PropertyValue.h | ||
const FString & GetFullDisplayString() |
PropertyValue.h |
|
|
FString GetLeafDisplayString() |
PropertyValue.h |
|
|
const FName & GetNamePropertyName() |
Utility functions for string properties. | PropertyValue.h | |
virtual UClass * GetObjectPropertyObjectClass() |
PropertyValue.h | ||
FOnPropertyApplied & GetOnPropertyApplied() |
PropertyValue.h | ||
FOnPropertyRecorded & GetOnPropertyRecorded() |
PropertyValue.h | ||
UVariantObjectBinding * GetParent() |
PropertyValue.h | ||
EPropertyValueCategory GetPropCategory() |
PropertyValue.h | ||
virtual FFieldClass * GetPropertyClass() |
Returns the type of FProperty (FObjectProperty, FFloatProperty, etc) If checking for Enums, prefer checking if GetEnumPropertyEnum() != nullptr, as it may be that we received a FNumericProperty that actually represents an enum, which wouldn't be reflected here | PropertyValue.h | |
FName GetPropertyName() |
PropertyValue.h | ||
int32 GetPropertyOffsetInBytes() |
PropertyValue.h | ||
void * GetPropertyParentContainerAddress() |
PropertyValue.h | ||
virtual UStruct * GetPropertyParentContainerClass() |
PropertyValue.h | ||
uint32 GetPropertyPathHash() |
Combined hash of this property and its indices We don't use GetTypeHash for this because almost always we want to hash UPropertyValues by the pointer instead, for complete uniqueness even with the same propertypath This is mostly just used for grouping UPropertyValues together for editing multiple at once | PropertyValue.h | |
FText GetPropertyTooltip() |
PropertyValue.h |
|
|
const TArray< uint8 > & GetRecordedData() |
PropertyValue.h |
|
|
int32 GetRecordedDataAsEnumIndex() |
Used RecordedData as an enum value and gets the corresponding index for our Enum. | PropertyValue.h | |
const FString & GetStrPropertyString() |
PropertyValue.h | ||
virtual UScriptStruct * GetStructPropertyStruct() |
PropertyValue.h | ||
const FText & GetTextPropertyText() |
PropertyValue.h | ||
| Utility functions for UEnumProperties. | PropertyValue.h | ||
virtual int32 GetValueSizeInBytes() |
PropertyValue.h | ||
bool HasRecordedData() |
PropertyValue.h |
|
|
bool HasValidResolve() |
PropertyValue.h | ||
void Init
(
const TArray< FCapturedPropSegment >& InCapturedPropSegments, |
PropertyValue.h | ||
bool IsNumericPropertyFloatingPoint() |
PropertyValue.h | ||
bool IsNumericPropertySigned() |
PropertyValue.h | ||
bool IsNumericPropertyUnsigned() |
PropertyValue.h | ||
virtual bool IsRecordedDataCurrent() |
Returns true if our recorded data would remain the same if we called RecordDataFromResolvedObject right now | PropertyValue.h | |
virtual void RecordDataFromResolvedObject() |
Uses GetDataFromResolvedObject to update our recorded data. | PropertyValue.h | |
virtual bool Resolve
(
UObject* OnObject |
Tries to resolve the property value on the passed object, or the parent binding's bound object if the argument is nullptr. | PropertyValue.h | |
void SanitizeRecordedEnumData() |
Makes sure RecordedData data is a valid Enum index for our Enum (_MAX is not allowed) | PropertyValue.h | |
void SetDisplayOrder
(
uint32 InDisplayOrder |
Set the order with which the VariantManager should display this in a property list. | PropertyValue.h | |
virtual void SetRecordedData
(
const uint8* NewDataBytes, |
PropertyValue.h | ||
void SetRecordedDataFromEnumIndex
(
int32 Index |
Sets our RecordedData with the value that matches Index, for our Enum. | PropertyValue.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
PropertyValue.h | ||
virtual void Serialize
(
FArchive& Ar |
PropertyValue.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyViaFunctionSetter
(
UObject* TargetObject |
Applies the recorded data to the TargetObject via the PropertySetter function (e.g. SetIntensity instead of setting the Intensity UPROPERTY directly) | PropertyValue.h | |
FProperty * GetProperty() |
PropertyValue.h | ||
void OnPIEEnded
(
const bool bIsSimulatingInEditor |
PropertyValue.h | ||
bool ResolvePropertiesRecursive
(
UStruct* ContainerClass, |
PropertyValue.h | ||
bool ResolveUSCSNodeRecursive
(
const USCS_Node* Node, |
Recursively navigate the component/USCS_Node hierarchy trying to resolve our property path. | PropertyValue.h | |
void SetRecordedDataInternal
(
const uint8* NewDataBytes, |
PropertyValue.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LeafPropertyClass_DEPRECATED | TObjectPtr< UClass > | We use these mainly to know how to serialize/deserialize the values of properties that need special care (e.g. UObjectProperties, name properties, text properties, etc) | PropertyValue.h | |
| Properties_DEPRECATED | TArray< TFieldPath< FProperty > > | Properties were previously stored like this. | PropertyValue.h | |
| PropertyIndices_DEPRECATED | TArray< int32 > | PropertyValue.h |