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A struct that can reference a top level asset such as '/Path/To/Package.AssetName' Stores two FNames internally to avoid a) storing a concatenated FName that bloats global FName storage b) storing an empty FString for a subobject path as FSoftObjectPath allows Can also be used to reference the package itself in which case the second name is NAME_None and the object resolves to the string `/Path/To/Package_
| Name | FTopLevelAssetPath |
| Type | struct |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/TopLevelAssetPath.h |
| Include Path | #include "UObject/TopLevelAssetPath.h" |
Syntax
USTRUCT (BlueprintType ,
Meta=(HasNativeMake="/Script/Engine.KismetSystemLibrary.MakeTopLevelAssetPath", HasNativeBreak="/Script/Engine.KismetSystemLibrary.BreakTopLevelAssetPath"))
struct FTopLevelAssetPath
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTopLevelAssetPath
(
FName InPackageName, |
Construct directly from components | UObject/TopLevelAssetPath.h | |
FTopLevelAssetPath
(
const UObject* InObject |
Construct from an existing object. | UObject/TopLevelAssetPath.h | |
FTopLevelAssetPath
(
const CharType* Path |
UObject/TopLevelAssetPath.h | ||
FTopLevelAssetPath
(
TStringView< CharType > Path |
UObject/TopLevelAssetPath.h | ||
FTopLevelAssetPath
(
const FString& Path |
Construct from string / string view / raw string of a supported character type. | UObject/TopLevelAssetPath.h | |
This function is only for temporary use interfacing with APIs that still produce an FName Those APIS should be updated to use FTopLevelAssetPath or FSoftLevelObjectPath FTopLevelAssetPath
(
FName InPath |
UObject/TopLevelAssetPath.h | ||
| UObject/TopLevelAssetPath.h | |||
FTopLevelAssetPath
(
TYPE_OF_NULLPTR |
UObject/TopLevelAssetPath.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AssetName | FName | Name of the asset within the package e.g. 'AssetName' | UObject/TopLevelAssetPath.h |
|
| PackageName | FName | Name of the package containing the asset e.g. /Path/To/Package | UObject/TopLevelAssetPath.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendString
(
FString& OutString |
Append the full asset path (e.g. '/Path/To/Package.AssetName') to the string. | UObject/TopLevelAssetPath.h | |
void AppendString
(
FUtf8StringBuilderBase& Builder |
UObject/TopLevelAssetPath.h | ||
void AppendString
(
FWideStringBuilderBase& Builder |
Append the full asset path (e.g. '/Path/To/Package.AssetName') to the string builder. | UObject/TopLevelAssetPath.h | |
int32 Compare
(
const FTopLevelAssetPath& Other |
Lexically compares two paths. | UObject/TopLevelAssetPath.h | |
int32 CompareFast
(
const FTopLevelAssetPath& Other |
Compares two paths in a fast non-lexical order that is only valid for process lifetime. | UObject/TopLevelAssetPath.h | |
bool ExportTextItem
(
FString& ValueStr, |
UObject/TopLevelAssetPath.h | ||
FName GetAssetName() |
Return the asset name part e.g. AssetName as an FName. | UObject/TopLevelAssetPath.h | |
FName GetPackageName() |
Return the package name part e.g. /Path/To/Package as an FName. | UObject/TopLevelAssetPath.h | |
bool ImportTextItem
(
const TCHAR*& Buffer, |
UObject/TopLevelAssetPath.h | ||
bool IsNull() |
Checks to see if this is initialized to null | UObject/TopLevelAssetPath.h | |
bool IsValid() |
Check if this could possibly refer to a real object | UObject/TopLevelAssetPath.h | |
| Remap the package to handle renames. | UObject/TopLevelAssetPath.h | ||
void Reset() |
Resets reference to point to null | UObject/TopLevelAssetPath.h | |
bool SerializeFromMismatchedTag
(
const FPropertyTag& Tag, |
UObject/TopLevelAssetPath.h | ||
This function is only for temporary use interfacing with APIs that still expect an FName Those APIS should be updated to use FTopLevelAssetPath or FSoftLevelObjectPath FName ToFName() |
Return the full asset path (e.g. '/Path/To/Package.AssetName') as an FName. | UObject/TopLevelAssetPath.h | |
| Return the full asset path (e.g. '/Path/To/Package.AssetName') as a string. | UObject/TopLevelAssetPath.h | ||
| Copy the full asset path (e.g. '/Path/To/Package.AssetName') into the provided string. | UObject/TopLevelAssetPath.h | ||
bool TrySetPath
(
const CharType* Path |
UObject/TopLevelAssetPath.h | ||
bool TrySetPath
(
FAnsiStringView Path |
UObject/TopLevelAssetPath.h | ||
bool TrySetPath
(
FUtf8StringView Path |
UObject/TopLevelAssetPath.h | ||
bool TrySetPath
(
FName InPackageName, |
Sets asset path of this reference based on components. | UObject/TopLevelAssetPath.h | |
bool TrySetPath
(
const UObject* InObject |
Sets asset path to path of existing object. | UObject/TopLevelAssetPath.h | |
bool TrySetPath
(
const FString& Path |
UObject/TopLevelAssetPath.h | ||
bool TrySetPath
(
FWideStringView Path |
Sets asset path of this reference based on a string path. | UObject/TopLevelAssetPath.h | |
void WriteCompactBinary
(
FCbWriter& Writer |
UObject/TopLevelAssetPath.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!=
(
FTopLevelAssetPath const& Other |
Compares two paths for non-case-sensitive inequality. | UObject/TopLevelAssetPath.h | |
FTopLevelAssetPath & operator=
(
TYPE_OF_NULLPTR |
UObject/TopLevelAssetPath.h | ||
FTopLevelAssetPath & operator=
(
const CharType* Path |
UObject/TopLevelAssetPath.h | ||
FTopLevelAssetPath & operator=
(
TStringView< CharType > Path |
UObject/TopLevelAssetPath.h | ||
FTopLevelAssetPath & operator=
(
const FString& Path |
Assign from the same types we can construct from | UObject/TopLevelAssetPath.h | |
bool operator==
(
FTopLevelAssetPath const& Other |
Compares two paths for non-case-sensitive equality. | UObject/TopLevelAssetPath.h |