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PropertyValue that can only be captured from ASwitchActors.
| Name | UPropertyValueOption |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/PropertyValueOption.h |
| Include Path | #include "PropertyValueOption.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UPropertyValueOption : public UPropertyValue
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPropertyValue → UPropertyValueOption
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UPropertyValueOption
(
const FObjectInitializer& ObjectInitializer |
PropertyValueOption.h |
Functions
Public
Overridden from UPropertyValue
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ApplyDataToResolvedObject() |
Applies our recorded data to the PropertyValuePtr for the resolved object. | PropertyValueOption.h | |
virtual TArray< uint8 > GetDataFromResolvedObject() |
Fetches the value bytes for this property from the resolved object. | PropertyValueOption.h | |
virtual const TArray< uint8 > & GetDefaultValue() |
PropertyValueOption.h | ||
virtual int32 GetValueSizeInBytes() |
PropertyValueOption.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. | PropertyValueOption.h |