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Unreal Engine C++ API Reference > Runtime > CoreUObject > UObject
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/UObject/PrimaryAssetId.h |
Include | #include "UObject/PrimaryAssetId.h" |
Syntax
struct FPrimaryAssetType
Remarks
A primary asset type, represented as an FName internally and implicitly convertible back and forth This exists so the blueprint API can understand it's not a normal FName
Constructors
Type | Name | Description | |
---|---|---|---|
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Convert from FName | ||
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FPrimaryAssetType
(
FName InName |
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FPrimaryAssetType
(
EName InName |
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FPrimaryAssetType
(
const WIDECHAR* InName |
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FPrimaryAssetType
(
const ANSICHAR* InName |
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FPrimaryAssetType
(
const FPrimaryAssetType& |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AppendString
(
FStringBuilderBase& Builder |
Appends to the given builder the string version of this Type |
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bool | ExportTextItem
(
FString& ValueStr, |
UStruct Overrides |
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bool | FastLess
(
const FPrimaryAssetType& Other |
|
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FName | GetName () |
Returns internal Name explicitly, not normally needed |
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bool | ImportTextItem
(
const TCHAR*& Buffer, |
|
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bool | IsValid () |
Returns true if this is a valid Type |
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bool | LexicalLess
(
const FPrimaryAssetType& Other |
|
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bool | SerializeFromMismatchedTag
(
FPropertyTag const& Tag, |
|
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FString | ToString () |
Returns string version of this Type |
Operators
Type | Name | Description | |
---|---|---|---|
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Convert to FName | ||
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bool | operator!=
(
const FPrimaryAssetType& Other |
|
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FPrimaryAssetType & | operator=
(
FPrimaryAssetType&& |
|
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FPrimaryAssetType & | operator=
(
const FPrimaryAssetType& |
|
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bool | operator==
(
const FPrimaryAssetType& Other |