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Information about a blueprint instrumentation signal.
| Name | FScriptInstrumentationSignal |
| Type | struct |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Script.h |
| Include Path | #include "UObject/Script.h" |
Syntax
struct FScriptInstrumentationSignal
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FScriptInstrumentationSignal
(
EScriptInstrumentation::Type InEventType, |
UObject/Script.h | ||
FScriptInstrumentationSignal
(
EScriptInstrumentation::Type InEventType, |
UObject/Script.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const UClass * GetClass() |
Returns the owner class name of the active instance | UObject/Script.h | |
const UObject * GetContextObject() |
Returns the context object | UObject/Script.h | |
const UClass * GetFunctionClassScope() |
Returns the function scope class | UObject/Script.h | |
FName GetFunctionName() |
Returns the name of the active function | UObject/Script.h | |
int32 GetLatentLinkId() |
Returns the latent link id for latent events | UObject/Script.h | |
int32 GetScriptCodeOffset() |
Returns the script code offset | UObject/Script.h | |
const FFrame & GetStackFrame() |
Returns the stackframe | UObject/Script.h | |
EScriptInstrumentation::Type GetType() |
Access to the event type | UObject/Script.h | |
bool IsContextObjectValid() |
Returns true if the context object is valid | UObject/Script.h | |
bool IsStackFrameValid() |
Returns true if the stackframe is valid | UObject/Script.h | |
void SetType
(
EScriptInstrumentation::Type InType |
Designates the event type | UObject/Script.h |