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Simple array type that can be expanded without invalidating existing entries. This is critical to thread safe FNames.
| Name | FChunkedFixedUObjectArray |
| Type | class |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/UObjectArray.h |
| Include Path | #include "UObject/UObjectArray.h" |
Syntax
class FChunkedFixedUObjectArray
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FChunkedFixedUObjectArray() |
Constructor : Probably not thread safe | UObject/UObjectArray.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FChunkedFixedUObjectArray() |
UObject/UObjectArray.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bFUObjectItemIsPacked | bool | UObject/UObjectArray.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| MaxChunks | int32 | Maximum number of chunks | UObject/UObjectArray.h | |
| MaxElements | int32 | Maximum number of elements | UObject/UObjectArray.h | |
| NumChunks | int32 | Number of chunks we currently have | UObject/UObjectArray.h | |
| NumElements | int32 | Number of elements we currently have | UObject/UObjectArray.h | |
| Objects | FUObjectItem ** | Primary table to chunks of pointers | UObject/UObjectArray.h | |
| PreAllocatedObjects | FUObjectItem * | If requested, a contiguous memory where all objects are allocated | UObject/UObjectArray.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddRange
(
int32 NumToAdd |
UObject/UObjectArray.h | ||
int32 AddSingle() |
UObject/UObjectArray.h | ||
int32 Capacity() |
Return the number max capacity of the array Thread safe, but you know, someone might have added more elements before this even returns | UObject/UObjectArray.h | |
int64 GetAllocatedSize() |
UObject/UObjectArray.h | ||
FUObjectItem const * GetObjectPtr
(
int32 Index |
Return a pointer to the pointer to a given element | UObject/UObjectArray.h | |
FUObjectItem * GetObjectPtr
(
int32 Index |
UObject/UObjectArray.h | ||
FUObjectItem *** GetRootBlockForDebuggerVisualizers() |
Return a naked pointer to the fundamental data structure for debug visualizers. | UObject/UObjectArray.h | |
bool IsValidIndex
(
int32 Index |
Return if this index is valid Thread safe, if it is valid now, it is valid forever. | UObject/UObjectArray.h | |
int32 Num() |
Return the number of elements in the array Thread safe, but you know, someone might have added more elements before this even returns | UObject/UObjectArray.h | |
void PreAllocate
(
int32 InMaxElements, |
Expands the array so that Element[Index] is allocated. New pointers are all zero. | UObject/UObjectArray.h | |
void PrefetchObjectPtr
(
int32 Index |
UObject/UObjectArray.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FUObjectItem const & operator[]
(
int32 Index |
Return a reference to an element | UObject/UObjectArray.h | |
FUObjectItem & operator[]
(
int32 Index |
UObject/UObjectArray.h |