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API > API/Runtime > API/Runtime/Core > API/Runtime/Core/FName
Overloads
Name
Remarks
Include Path
Unreal Specifiers
Default constructor, initialized to None
UObject/NameTypes.h
Create an FName with a hardcoded string index.
UObject/NameTypes.h
Scary no init constructor, used for something obscure in UObjectBase
UObject/NameTypes.h
Special constructor used by TOptional
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
FName
(
const WIDECHAR* Name
)
Create an FName .
UObject/NameTypes.h
FName
(
const ANSICHAR* Name
)
UObject/NameTypes.h
FName
(
const UTF8CHAR* Name
)
UObject/NameTypes.h
Constructor used by FLinkerLoad when loading its name table; Creates an FName with an instance number of 0 that does not attempt to split the FName into string and number portions.
UObject/NameTypes.h
Create an FName with a hardcoded string index and (instance).
UObject/NameTypes.h
Create an FName from an existing string, but with a different instance.
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
FName
(
const WIDECHAR* Name,
int32 Number
)
Create an FName .
UObject/NameTypes.h
FName
(
const ANSICHAR* Name,
int32 Number
)
UObject/NameTypes.h
FName
(
const UTF8CHAR* Name,
int32 Number
)
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
Create an FName from its component parts Only call this if you really know what you're doing
UObject/NameTypes.h
Create FName from non-null string with known length
UObject/NameTypes.h
UObject/NameTypes.h
UObject/NameTypes.h
FName
(
int32 Len,
const WIDECHAR* Name,
int32 Number
)
UObject/NameTypes.h
FName
(
int32 Len,
const ANSICHAR* Name,
int32 Number
)
UObject/NameTypes.h
FName
(
int32 Len,
const UTF8CHAR* Name,
int32 Number
)
UObject/NameTypes.h
FName
(
const TCHAR* Name,
int32 InNumber,
bool bSplitName
)
Create an FName .
UObject/NameTypes.h
FName()
Description
Default constructor, initialized to None
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
constexpr FName()
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FName(EName)
Description
Create an FName with a hardcoded string index.
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
EName Ename
)
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Parameters
Name
Remarks
N
The hardcoded value the string portion of the name will have. The number portion will be NAME_NO_NUMBER
FName(ENoInit)
Description
Scary no init constructor, used for something obscure in UObjectBase
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
constexpr FName
(
ENoInit
)
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FName(FIntrusiveUnsetOptionalState)
Description
Special constructor used by TOptional
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
FIntrusiveUnsetOptionalState I
)
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FName(FMinimalName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
FMinimalName InName
)
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FName(FScriptName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
FScriptName InName
)
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FName(FMemoryImageName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
FMemoryImageName InName
)
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FName(const WIDECHAR *)
Description
Create an FName . If FindType is FNAME_Find, and the name doesn't already exist, then the name will be NAME_None. The check for existance or not depends on UE_FNAME_OUTLINE_NUMBER. When UE_FNAME_OUTLINE_NUMBER is 0, we only check for the string part. When UE_FNAME_OUTLINE_NUMBER is 1, we check for whole name including the number.
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const WIDECHAR * Name
)
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Parameters
Name
Remarks
Name
Value for the string portion of the name
FindType
Action to take (see EFindName, default is FNAME_Add)
FName(const ANSICHAR *)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const ANSICHAR * Name
)
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FName(const UTF8CHAR *)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const UTF8CHAR * Name
)
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FName(const FNameEntrySerialized &)
Description
Constructor used by FLinkerLoad when loading its name table; Creates an FName with an instance number of 0 that does not attempt to split the FName into string and number portions. Also, this version skips calculating the hashes of the names if possible
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const FNameEntrySerialized & LoadedEntry
)
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FName(EName, int32)
Description
Create an FName with a hardcoded string index and (instance).
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
EName Ename,
int32 InNumber
)
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Parameters
Name
Remarks
N
The hardcoded value the string portion of the name will have
InNumber
The hardcoded value for the number portion of the name
FName(FName, int32)
Description
Create an FName from an existing string, but with a different instance.
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
FName Other,
int32 InNumber
)
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Parameters
Name
Remarks
Other
The FName to take the string values from
InNumber
The hardcoded value for the number portion of the name
FName(const WIDECHAR *, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const WIDECHAR * Name,
EFindName FindType
)
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FName(const ANSICHAR *, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const ANSICHAR * Name,
EFindName FindType
)
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FName(const UTF8CHAR *, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const UTF8CHAR * Name,
EFindName FindType
)
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FName(TStringView< ANSICHAR >, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
TStringView < ANSICHAR > View,
EFindName FindType
)
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FName(TStringView< WIDECHAR >, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
TStringView < WIDECHAR > View,
EFindName FindType
)
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FName(TStringView< UTF8CHAR >, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
TStringView < UTF8CHAR > View,
EFindName FindType
)
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FName(const WIDECHAR *, int32)
Description
Create an FName . Will add the string to the name table if it does not exist. When UE_FNAME_OUTLINE_NUMBER is set, will also add the combination of base string and number to the name table if it doesn't exist.
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const WIDECHAR * Name,
int32 Number
)
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Parameters
Name
Remarks
Name
Value for the string portion of the name
Number
Value for the number portion of the name
FName(const ANSICHAR *, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const ANSICHAR * Name,
int32 Number
)
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FName(const UTF8CHAR *, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const UTF8CHAR * Name,
int32 Number
)
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FName(TStringView< ANSICHAR >, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
TStringView < ANSICHAR > View,
int32 InNumber
)
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FName(TStringView< WIDECHAR >, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
TStringView < WIDECHAR > View,
int32 InNumber
)
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FName(TStringView< UTF8CHAR >, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
TStringView < UTF8CHAR > View,
int32 InNumber
)
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FName(FNameEntryId, FNameEntryId, int32)
Description
Create an FName from its component parts Only call this if you really know what you're doing
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
FName
(
FNameEntryId InComparisonIndex,
FNameEntryId InDisplayIndex,
int32 InNumber
)
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FName(int32, const WIDECHAR *, EFindName)
Description
Create FName from non-null string with known length
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
int32 Len,
const WIDECHAR * Name,
EFindName FindType
)
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FName(int32, const ANSICHAR *, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
int32 Len,
const ANSICHAR * Name,
EFindName FindType
)
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FName(int32, const UTF8CHAR *, EFindName)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
int32 Len,
const UTF8CHAR * Name,
EFindName FindType
)
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FName(int32, const WIDECHAR *, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
int32 Len,
const WIDECHAR * Name,
int32 Number
)
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FName(int32, const ANSICHAR *, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
int32 Len,
const ANSICHAR * Name,
int32 Number
)
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FName(int32, const UTF8CHAR *, int32)
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
int32 Len,
const UTF8CHAR * Name,
int32 Number
)
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FName(const TCHAR *, int32, bool)
Description
Create an FName . If FindType is FNAME_Find, and the string part of the name doesn't already exist, then the name will be NAME_None
Name
FName
Type
function
Header File
/Engine/Source/Runtime/Core/Public/UObject/NameTypes.h
Include Path
#include "UObject/NameTypes.h"
Source
/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp
FName
(
const TCHAR * Name,
int32 InNumber,
bool bSplitName
)
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Parameters
Name
Remarks
Name
Value for the string portion of the name
Number
Value for the number portion of the name
FindType
Action to take (see EFindName)
bSplitName
true if the trailing number should be split from the name when Number == NAME_NO_NUMBER_INTERNAL, or false to always use the name as-is