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Unreal Engine C++ API Reference > Plugins > VariantManagerContent
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UPropertyValue
- UPropertyValueSoftObject
References
Module | VariantManagerContent |
Header | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/PropertyValueSoftObject.h |
Include | #include "PropertyValueSoftObject.h" |
Syntax
UCLASS&40;BlueprintType&41;
class UPropertyValueSoftObject : public UPropertyValue
Remarks
Stores data from a USoftObjectProperty. It will store it's recorded data as a raw UObject*, and use the usual UPropertyValue facilities for serializing it as a Soft object ptr. This derived class handles converting to and from the property's underlying FSoftObjectPtr to our UObject*. We can't keep a FSoftObjectPtr ourselves, neither as a temp member nor as raw bytes, as it has internal heap-allocated data members like FName and FString.
Constructors
Type | Name | Description | |
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UPropertyValueSoftObject
(
const FObjectInitializer& ObjectInitializer |
Overridden from UPropertyValue
Type | Name | Description | |
---|---|---|---|
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void | Applies our recorded data to the PropertyValuePtr for the resolved object. | |
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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) |
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TArray< uint8 > | Fetches the value bytes for this property from the resolved object. | |
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FFieldClass * | 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 | |
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int32 | ||
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bool | Returns true if our recorded data would remain the same if we called RecordDataFromResolvedObject right now | |
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void | SetRecordedData
(
const uint8* NewDataBytes, |