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FObjectRef represents a heavyweight reference that contains the specific pieces of information needed to reference an object (or null) that may or may not be loaded yet. The expectation is that given the imports of a package we have loaded, we should be able to create an FObjectRef to objects in a package we haven't yet loaded. For this reason, FObjectRef has to be derivable from the serialized (not transient) contents of an FObjectImport.
| Name | FObjectRef |
| Type | struct |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectRef.h |
| Include Path | #include "UObject/ObjectRef.h" |
Syntax
struct FObjectRef
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FObjectRef
(
FName PackageName, |
UObject/ObjectRef.h | ||
FObjectRef
(
const UObject* Object |
UObject/ObjectRef.h | ||
FObjectRef () |
UObject/ObjectRef.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClassName | FName | UObject/ObjectRef.h | ||
| ClassPackageName | FName | UObject/ObjectRef.h | ||
| PackageName | FName | UObject/ObjectRef.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ObjectPathId | uint64 | UObject/ObjectRef.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendClassPathName
(
FStringBuilderBase& OutClassPathNameBuilder, |
Appends the path to the class for this object to the builder, does not reset builder. | UObject/ObjectRef.h | |
void AppendPathName
(
FStringBuilderBase& OutPathNameBuilder |
Appends the path to the object to the builder, does not reset builder. | UObject/ObjectRef.h | |
FString GetClassPathName
(
EObjectFullNameFlags Flags |
Returns the path to the class for this object. | UObject/ObjectRef.h | |
void GetExportTextName
(
FStringBuilderBase& OutExportTextNameBuilder |
Populates OutExportTextNameBuilder with the name for the object in the form: Class'ObjectPath' | UObject/ObjectRef.h | |
| Returns the name for the asset in the form: Class'ObjectPath' | UObject/ObjectRef.h | ||
FName GetFName() |
Returns the name of the object in the form: ObjectName | UObject/ObjectRef.h | |
void GetFullName
(
FStringBuilderBase& OutFullNameBuilder, |
Populates OutFullNameBuilder with the full name for the object in the form: Class ObjectPath | UObject/ObjectRef.h | |
FString GetFullName
(
EObjectFullNameFlags Flags |
Returns the full name for the object in the form: Class ObjectPath | UObject/ObjectRef.h | |
FString GetPathName() |
Returns the full path for the object in the form: ObjectPath | UObject/ObjectRef.h | |
bool IsNull() |
UObject/ObjectRef.h | ||
UObject * Resolve
(
uint32 LoadFlags |
UObject/ObjectRef.h | ||
UClass * ResolveObjectRefClass
(
uint32 LoadFlags |
UObject/ObjectRef.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FObjectRef&& Other |
UObject/ObjectRef.h |