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Context object for data and utilities that may be needed throughout BP execution In the future, it would be preferable for this not to be a thread singleton but to have clearer initialization/termination semantics and per-thread tuning for the stack allocator
| Name | FBlueprintContext |
| Type | class |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Script.h |
| Include Path | #include "UObject/Script.h" |
Syntax
class FBlueprintContext
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBlueprintContext() |
UObject/Script.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| VirtualStackAllocator | FVirtualStackAllocator | UObject/Script.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FVirtualStackAllocator * GetVirtualStackAllocator() |
UObject/Script.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FBlueprintContext * GetThreadSingleton() |
UObject/Script.h |