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Structure for passing pre and post edit change events
| Name | FPropertyChangedEvent |
| Type | struct |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/UnrealType.h |
| Include Path | #include "UObject/UnrealType.h" |
Syntax
struct FPropertyChangedEvent
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPropertyChangedEvent
(
FProperty* InProperty, |
UObject/UnrealType.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ChangeType | EPropertyChangeType::Type | The kind of change event that occurred. | UObject/UnrealType.h | |
| MemberProperty | FProperty * | The member property of the object that PostEditChange is being called on. | UObject/UnrealType.h | |
| ObjectIteratorIndex | int32 | Used by the param system to say which object is receiving the event in the case of multi-select. | UObject/UnrealType.h | |
| Property | FProperty * | The actual property that changed | UObject/UnrealType.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ArrayIndicesPerObject | TArrayView< const TMap< FString, int32 > > | In the property window, multiple objects can be selected at once. In the case of adding/inserting to an array, each object COULD have different indices for the new entries in the array. | UObject/UnrealType.h | |
| bFilterChangedInstances | bool | Assume all archetype instances were changed unless a set of changed instances is provided. | UObject/UnrealType.h | |
| InstancesChanged | TSet< UObject * > | In the property window, multiple objects can be selected at once. In this case we want to know if an instance was updated for this operation (used in array/set/map context) | UObject/UnrealType.h | |
| TopLevelObjects | TArrayView< const UObject *const > | List of top level objects being changed | UObject/UnrealType.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetArrayIndex
(
const FString& InName |
Gets the Array Index of the "current object" based on a particular name InName - Name of the property to find the array index for | UObject/UnrealType.h | |
| UObject/UnrealType.h | |||
FName GetMemberPropertyName() |
Simple utility to get the name of the object's member property and takes care of the possible null property. | UObject/UnrealType.h | |
int32 GetNumObjectsBeingEdited() |
UObject/UnrealType.h | ||
const UObject * GetObjectBeingEdited
(
int32 Index |
Gets an object being edited by this change event. Multiple objects could be edited at once | UObject/UnrealType.h | |
FName GetPropertyName() |
Simple utility to get the name of the property and takes care of the possible null property. | UObject/UnrealType.h | |
bool HasArchetypeInstanceChanged
(
UObject* InInstance |
Test whether an archetype instance was modified. | UObject/UnrealType.h | |
void SetActiveMemberProperty
(
FProperty* InActiveMemberProperty |
UObject/UnrealType.h | ||
void SetArrayIndexPerObject
(
TArrayView< const TMap< FString, int32 > > InArrayIndices |
Saves off map of array indices per object being set. | UObject/UnrealType.h | |
void SetInstancesChanged
(
T&& InInstancesChanged |
Specify the set of archetype instances that were modified by the property change. | UObject/UnrealType.h |