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Describes a structure variable embedded in (as opposed to referenced by) an object.
| Name | FStructProperty |
| Type | class |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/UnrealType.h |
| Include Path | #include "UObject/UnrealType.h" |
Syntax
class FStructProperty : public FProperty
Inheritance Hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStructProperty
(
FFieldVariant InOwner, |
UObject/UnrealType.h | ||
FStructProperty
(
FFieldVariant InOwner, |
Constructor used for constructing compiled in properties | UObject/UnrealType.h | |
FStructProperty
(
EInternal InInernal, |
UObject/UnrealType.h | ||
FStructProperty
(
UField* InField |
UObject/UnrealType.h |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| Super | FProperty | UObject/UnrealType.h | |
| ThisClass | FStructProperty | UObject/UnrealType.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Struct | TObjectPtr< class UScriptStruct > | Variables. | UObject/UnrealType.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| UObject/UnrealType.h |
Overridden from FProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AppendSchemaHash
(
FBlake3& Builder, |
Updates the given HashBuilder with name and type information of this Property. | UObject/UnrealType.h | |
virtual bool CanSerializeFromTypeName
(
UE::FPropertyTypeName Type |
Returns true if the type of this property matches the type name. | UObject/UnrealType.h | |
virtual void ClearIntrusiveOptionalValue
(
void* Data |
Set the value to it's special unset state. | UObject/UnrealType.h | |
virtual void ClearValueInternal
(
void* Data |
UObject/UnrealType.h | ||
virtual bool ContainsObjectReference
(
TArray< const FStructProperty* >& EncounteredStructProps, |
Returns true if this property, or in the case of e.g. array or struct properties any sub- property, contains a UObject reference. | UObject/UnrealType.h | |
virtual EConvertFromTypeResult ConvertFromType
(
const FPropertyTag& Tag, |
Allows a property to implement backwards compatibility handling for tagged properties | UObject/UnrealType.h | |
virtual void CopyValuesInternal
(
void* Dest, |
UObject/UnrealType.h | ||
virtual void DestroyValueInternal
(
void* Dest |
UObject/UnrealType.h | ||
virtual void EmitIntrusiveOptionalReferenceInfo
(
UE::GC::FSchemaBuilder& Schema, |
For properties returning true from HasIntrusiveUnsetOptionalState which also contain object references, emit information for the garbage collector to safely gather the references from the value whether the optional value is set or unset. | UObject/UnrealType.h | |
virtual void EmitReferenceInfo
(
UE::GC::FSchemaBuilder& Schema, |
Emits tokens used by realtime garbage collection code to passed in ReferenceTokenStream. | UObject/UnrealType.h | |
| UObject/UnrealType.h | |||
| Returns the text to use for exporting this property to header file. | UObject/UnrealType.h | ||
virtual int32 GetMinAlignment() |
UObject/UnrealType.h | ||
virtual bool HasIntrusiveUnsetOptionalState () |
Returns whether this type has a special state for an unset TOptional meaning the size TOptional |
UObject/UnrealType.h | |
virtual bool Identical
(
const void* A, |
Determines whether the property values are identical. | UObject/UnrealType.h | |
virtual void InitializeIntrusiveUnsetOptionalValue
(
void* Data |
Initialize the value at the given address to an unset TOptional using an intrusive state rather than a trailing boolean. | UObject/UnrealType.h | |
virtual void InitializeValueInternal
(
void* Dest |
UObject/UnrealType.h | ||
virtual void InstanceSubobjects
(
void* Data, |
Creates new copies of components | UObject/UnrealType.h | |
virtual bool IsIntrusiveOptionalValueSet
(
const void* Data |
Returns whether an optional value of this inner type is unset. | UObject/UnrealType.h | |
virtual void LinkInternal
(
FArchive& Ar |
UObject/UnrealType.h | ||
virtual bool LoadTypeName
(
UE::FPropertyTypeName Type, |
Restores this property and its owned properties from the type name. | UObject/UnrealType.h | |
virtual bool NetSerializeItem
(
FArchive& Ar, |
UObject/UnrealType.h | ||
virtual void * ResolveVisitedPathInfo
(
void* Data, |
Attempt to resolve the given inner path info against this outer property to get the inner property value. | UObject/UnrealType.h | |
virtual bool SameType
(
const FProperty* Other |
Returns true, if Other is property of exactly the same type | UObject/UnrealType.h | |
virtual void SaveTypeName
(
UE::FPropertyTypeNameBuilder& Type |
Saves the type name of this property and its owned properties. | UObject/UnrealType.h | |
virtual void SerializeItem
(
FStructuredArchive::FSlot Slot, |
UObject/UnrealType.h | ||
virtual bool SupportsNetSharedSerialization() |
UObject/UnrealType.h | ||
virtual bool UseBinaryOrNativeSerialization
(
const FArchive& Ar |
UObject/UnrealType.h | ||
virtual EPropertyVisitorControlFlow Visit
(
FPropertyVisitorContext& Context, |
Visits this property and allows recursion into the inner properties This method allows callers to visit inner properties without knowing about its container type as opposed to TPropertyIterator. | UObject/UnrealType.h |
Overridden from FField
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void AddReferencedObjects
(
FReferenceCollector& Collector |
UObject/UnrealType.h | ||
virtual SIZE_T GetFieldSize() |
UObject/UnrealType.h | ||
| UObject/UnrealType.h | |||
virtual void PostDuplicate
(
const FField& InField |
Fixups after duplicating a Field | UObject/UnrealType.h | |
virtual void Serialize
(
FArchive& Ar |
Begin UObject interface: the following functions mimic UObject interface for easier transition from UProperties to FProperties. | UObject/UnrealType.h |
Protected
Overridden from FProperty
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ContainsClearOnFinishDestroyInternal
(
TArray< const FStructProperty* >& EncounteredStructProps |
UObject/UnrealType.h | ||
virtual void ExportText_Internal
(
FString& ValueStr, |
UObject/UnrealType.h | ||
virtual void FinishDestroyInternal
(
void* Data |
UObject/UnrealType.h | ||
virtual const TCHAR * ImportText_Internal
(
const TCHAR* Buffer, |
UObject/UnrealType.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static UE_API FField * Construct
(
const FFieldVariant& InOwner, |
UObject/UnrealType.h | ||
static UE_API FFieldClass * StaticClass() |
UObject/UnrealType.h | ||
static EClassCastFlags StaticClassCastFlags() |
UObject/UnrealType.h | ||
static EClassCastFlags StaticClassCastFlagsPrivate() |
UObject/UnrealType.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void operator delete
(
void* InMem |
UObject/UnrealType.h | ||
void * operator new
(
const size_t InSize, |
UObject/UnrealType.h | ||
void * operator new
(
const size_t InSize |
UObject/UnrealType.h | ||
FStructProperty & operator=
(
FStructProperty&& |
UObject/UnrealType.h | ||
FStructProperty & operator=
(
const FStructProperty& |
UObject/UnrealType.h |