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API > API/Runtime > API/Runtime/CoreUObject > API/Runtime/CoreUObject/FPropertyValueIterator
Description
Returns a string of the property chain in a form that makes reading it easy. The format may change over time, do not depend on this being in a specific Unreal path format. It's primary intention is to aid in debugging and in reporting paths to the end developer in an editor environment.
Now for the implementation details, normally paths involving an array, will do things like print the array name twice, since an array in the path is actually 2 properties, one for the array and another for the index. Maps are similar. The end result is stuff like seeing, ActionsArray.ActionsArray.ActionIfo.ActionPower.
What this function does is tries to make this stuff a lot more human readable, by printing, ActionsArray[3].ActionIfo.ActionPower, so that you know the index it comes from. Similarly Maps would print ActionMap["Action Name"].ActionIfo.ActionPower, so that you know the index it comes from. Similarly Maps would print
| Name | GetPropertyPathDebugString |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/UnrealType.h |
| Include Path | #include "UObject/UnrealType.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/UObject/UnrealType.cpp |
FString GetPropertyPathDebugString() const