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This class wraps a managed array this provides a convenient API for optional attributes in a collection facade
| Name | TManagedArrayAccessor |
| Type | struct |
| Header File | /Engine/Source/Runtime/Experimental/Chaos/Public/GeometryCollection/ManagedArrayAccessor.h |
| Include Path | #include "GeometryCollection/ManagedArrayAccessor.h" |
Syntax
template<typename T>
struct TManagedArrayAccessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TManagedArrayAccessor
(
FManagedArrayCollection& InCollection, |
GeometryCollection/ManagedArrayAccessor.h | ||
TManagedArrayAccessor
(
const FManagedArrayCollection& InCollection, |
GeometryCollection/ManagedArrayAccessor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AttributeArray | TManagedArray< T > * | GeometryCollection/ManagedArrayAccessor.h | ||
| Collection | FManagedArrayCollection * | GeometryCollection/ManagedArrayAccessor.h | ||
| ConstAttributeArray | const TManagedArray< T > * | GeometryCollection/ManagedArrayAccessor.h | ||
| ConstCollection | const FManagedArrayCollection & | The non-const Collection will be null if the accessor is const, while ConstCollection is always set | GeometryCollection/ManagedArrayAccessor.h | |
| DefaultGroupDependency | const FName | GeometryCollection/ManagedArrayAccessor.h | ||
| Group | FName | GeometryCollection/ManagedArrayAccessor.h | ||
| Name | FName | GeometryCollection/ManagedArrayAccessor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TManagedArray< T > & Add
(
ManageArrayAccessor::EPersistencePolicy PersistencePolicy, |
Add the attribute if it does not exists yet | GeometryCollection/ManagedArrayAccessor.h | |
void AddAndFill
(
const T& Value, |
Add and fill the attribute if it does not exist yet | GeometryCollection/ManagedArrayAccessor.h | |
int32 AddElements
(
int32 NumElements |
GeometryCollection/ManagedArrayAccessor.h | ||
void Copy
(
const TManagedArrayAccessor< T >& FromAttribute |
Copy from another attribute ( create if necessary ) | GeometryCollection/ManagedArrayAccessor.h | |
void Fill
(
const T& Value |
Fill the attribute with a specific value | GeometryCollection/ManagedArrayAccessor.h | |
const TManagedArray< T > * Find() |
Find the attribute for read only | GeometryCollection/ManagedArrayAccessor.h | |
const TManagedArray< T > & Get() |
Get the attribute for read only | GeometryCollection/ManagedArrayAccessor.h | |
FManagedArrayCollection * GetCollection() |
GeometryCollection/ManagedArrayAccessor.h | ||
const FManagedArrayCollection & GetConstCollection() |
GeometryCollection/ManagedArrayAccessor.h | ||
FName GetGroup() |
GeometryCollection/ManagedArrayAccessor.h | ||
FName GetGroupDependency() |
GeometryCollection/ManagedArrayAccessor.h | ||
FName GetName() |
GeometryCollection/ManagedArrayAccessor.h | ||
bool IsConst() |
GeometryCollection/ManagedArrayAccessor.h | ||
bool IsPersistent() |
GeometryCollection/ManagedArrayAccessor.h | ||
bool IsValid() |
GeometryCollection/ManagedArrayAccessor.h | ||
bool IsValidIndex
(
int32 Index |
GeometryCollection/ManagedArrayAccessor.h | ||
TManagedArray< T > & Modify() |
Get the attribute for modification | GeometryCollection/ManagedArrayAccessor.h | |
void ModifyAt
(
int32 Index, |
Per index modification | GeometryCollection/ManagedArrayAccessor.h | |
int32 Num() |
GeometryCollection/ManagedArrayAccessor.h | ||
void Remove() |
GeometryCollection/ManagedArrayAccessor.h | ||
void RemoveElements
(
int32 NumElements, |
GeometryCollection/ManagedArrayAccessor.h | ||
void SetNumElements
(
int32 InNumElements |
GeometryCollection/ManagedArrayAccessor.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const T & operator[]
(
int32 Index |
Array style accessor | GeometryCollection/ManagedArrayAccessor.h |