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Unreal Engine C++ API Reference > Runtime > CoreUObject > Templates
Inheritance Hierarchy
- TSubclassOf
- TNonNullSubclassOf
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/Templates/SubclassOf.h |
Include | #include "Templates/SubclassOf.h" |
Syntax
template<typename T>
class TSubclassOf
Remarks
Template to allow UClass types to be passed around with type safety
Constructors
Type | Name | Description | |
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TSubclassOf () |
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TSubclassOf
(
TSubclassOf&& |
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TSubclassOf
(
const TSubclassOf& |
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TSubclassOf
(
UClass* From |
Constructor that takes a UClass*. | |
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TSubclassOf
(
U&& From |
Construct from a UClass* (or something implicitly convertible to it) | |
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TSubclassOf
(
const TSubclassOf< OtherT >& Other |
Construct from another TSubclassOf, only if types are compatible |
Destructors
Type | Name | Description | |
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~TSubclassOf () |
Functions
Type | Name | Description | |
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UClass * | This is a DEVELOPMENT ONLY debugging function and should not be relied upon. | |
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UClass * | Get () |
Dereference back into a UClass*, does runtime type checking. |
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T * | Get the CDO if we are referencing a valid class | |
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TObjectPtr< UClass > & | GetGCPtr () |
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void | ||
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void | Serialize
(
FStructuredArchiveSlot& Slot |
Operators
Type | Name | Description | |
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Implicit conversion to UClass*, does runtime type checking. | ||
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UClass * | operator* () |
Dereference back into a UClass*, does runtime type checking. |
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TSubclassOf & | operator=
(
U&& From |
Assign from a UClass* (or something implicitly convertible to it). |
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TSubclassOf & | Assign from a UClass*. | |
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TSubclassOf & | operator=
(
const TSubclassOf< OtherT >& Other |
Assign from another TSubclassOf, only if types are compatible |
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TSubclassOf & | operator=
(
TSubclassOf&& |
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TSubclassOf & | operator=
(
const TSubclassOf& |
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UClass * | operator-> () |
Dereference back into a UClass*, does runtime type checking. |
Typedefs
Name | Description |
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ElementType |