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Unreal Engine C++ API Reference > Runtime > CoreUObject > UObject
Inheritance Hierarchy
- FPropertyChangedEvent
- FPropertyChangedChainEvent
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/UObject/UnrealType.h |
Include | #include "UObject/UnrealType.h" |
Syntax
struct FPropertyChangedEvent
Remarks
Structure for passing pre and post edit change events
Variables
Type | Name | Description | |
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EPropertyChangeType::Type | ChangeType | The kind of change event that occurred. |
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FProperty * | MemberProperty | The member property of the object that PostEditChange is being called on. |
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int32 | ObjectIteratorIndex | Used by the param system to say which object is receiving the event in the case of multi-select. |
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FProperty * | Property | The actual property that changed |
Constructors
Type | Name | Description | |
---|---|---|---|
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FPropertyChangedEvent
(
FProperty* InProperty, |
Functions
Type | Name | Description | |
---|---|---|---|
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int32 | GetArrayIndex
(
const FString& InName |
Gets the Array Index of the "current object" based on a particular name InName - Name of the property to find the array index for |
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FName | Simple utility to get the name of the object's member property and takes care of the possible null property. | |
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int32 | ||
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const UObject * | GetObjectBeingEdited
(
int32 Index |
Gets an object being edited by this change event. Multiple objects could be edited at once |
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FName | Simple utility to get the name of the property and takes care of the possible null property. | |
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bool | HasArchetypeInstanceChanged
(
UObject* InInstance |
Test whether an archetype instance was modified. |
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void | SetActiveMemberProperty
(
FProperty* InActiveMemberProperty |
|
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void | SetArrayIndexPerObject
(
TArrayView< const TMap< FString, int32 > > InArrayIndices |
Saves off map of array indices per object being set. |
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void | SetInstancesChanged
(
T&& InInstancesChanged |
Specify the set of archetype instances that were modified by the property change. |