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API > API/Runtime > API/Runtime/CoreUObject
| Name | FFieldPath |
| Type | struct |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/FieldPath.h |
| Include Path | #include "UObject/FieldPath.h" |
Syntax
struct FFieldPath
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FFieldPath
(
UField* InField, |
UObject/FieldPath.h | ||
FFieldPath
(
FField* InField |
UObject/FieldPath.h | ||
FFieldPath () |
UObject/FieldPath.h |
Enums
Protected
| Name | Remarks |
|---|---|
| EPathResolveType | Determines the behavior when resolving stored path |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Generates path from the passed in field pointer | UObject/FieldPath.h | ||
void Generate
(
const TCHAR* InFieldPathString |
Generates path from the passed in field pointer | UObject/FieldPath.h | |
void GenerateFromUField
(
UField* InField |
UObject/FieldPath.h | ||
FField * GetTyped
(
FFieldClass* ExpectedType, |
Gets the field represented by this FFieldPath | UObject/FieldPath.h | |
bool IsPathToFieldEmpty() |
Returns true if the field path is empty (does not test if the owner is valid) This is usually used to verify if the reason behind this field being unresolved is because the owner is missing or the property couldn't be found. | UObject/FieldPath.h | |
bool IsStale() |
Slightly different than !IsValid(), returns true if this used to point to a FField, but doesn't any more and has not been assigned or reset in the mean time. | UObject/FieldPath.h | |
void Reset() |
Reset the weak pointer back to the NULL state | UObject/FieldPath.h | |
void ResolveField
(
FFieldClass* ExpectedClass, |
Tries to resolve the path and caches the result | UObject/FieldPath.h | |
FString ToString() |
UObject/FieldPath.h | ||
FField * TryToResolvePath
(
UStruct* InCurrentStruct, |
Tries to resolve the path without caching the resolved pointer | UObject/FieldPath.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ClearCachedField() |
Clears the cached value so that the next time Get() is called, it will be resolved again | UObject/FieldPath.h | |
bool NeedsResolving() |
UObject/FieldPath.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
const FFieldPath& InOther |
UObject/FieldPath.h | ||
bool operator==
(
const FFieldPath& InOther |
UObject/FieldPath.h |