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Unreal Engine C++ API Reference > Runtime > CoreUObject > UObject
Inheritance Hierarchy
- FFieldVariant
- FFieldVariant
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/UObject/Field.h |
Include | #include "UObject/Field.h" |
Syntax
class FFieldVariant
Remarks
Special container that can hold either UObject or FField. Exposes common interface of FFields and UObjects for easier transition from UProperties to FProperties. DO NOT ABUSE. IDEALLY THIS SHOULD ONLY BE FFIELD INTERNAL STRUCTURE FOR HOLDING A POINTER TO THE OWNER OF AN FFIELD.
Constructors
Type | Name | Description | |
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FFieldVariant
(
const FField* InField |
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FFieldVariant
(
T&& InObject |
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FFieldVariant
(
TYPE_OF_NULLPTR |
Functions
Type | Name | Description | |
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T * | Get () |
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FString | GetClassName () |
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FName | GetFName () |
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FString | GetFullName () |
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FString | GetName () |
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UPackage * | GetOutermost () |
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UClass * | ||
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FFieldVariant | ||
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FString | GetPathName () |
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void * | ||
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bool | HasMetaData
(
const FName& Key |
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bool | IsA () |
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bool | IsA
(
const FFieldClass* InClass |
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bool | ||
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bool | IsNative () |
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bool | IsUObject () |
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bool | IsValid () |
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bool | ||
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FField * | ToField () |
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FField * | FOR INTERNAL USE ONLY: Function that returns the owner as FField without checking if it's actually an FField | |
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UObject * | ToUObject () |
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UObject * | FOR INTERNAL USE ONLY: Function that returns the owner as UObject without checking if it's actually a UObject |
Operators
Type | Name | Description | |
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bool | operator!=
(
const FFieldVariant& Other |
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bool | operator==
(
const FFieldVariant& Other |
Constants
Name | Description |
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UObjectMask |