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Unreal Engine C++ API Reference > Runtime > CoreUObject > UObject
References
Module | CoreUObject |
Header | /Engine/Source/Runtime/CoreUObject/Public/UObject/Script.h |
Include | #include "UObject/Script.h" |
Syntax
struct FScriptInstrumentationSignal
Remarks
Information about a blueprint instrumentation signal.
Variables
Type | Name | Description | |
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const UObject * | ContextObject | The context object the event is from |
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const FName | EventName | The event override name |
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EScriptInstrumentation::Type | EventType | The event signal type |
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const UFunction * | Function | The function that emitted this event |
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const int32 | LatentLinkId | |
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const FFrame * | StackFramePtr | The stack frame for the |
Constructors
Type | Name | Description | |
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FScriptInstrumentationSignal
(
EScriptInstrumentation::Type InEventType, |
||
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FScriptInstrumentationSignal
(
EScriptInstrumentation::Type InEventType, |
Functions
Type | Name | Description | |
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const UClass * | GetClass () |
Returns the owner class name of the active instance |
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const UObject * | Returns the context object | |
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const UClass * | Returns the function scope class | |
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FName | Returns the name of the active function | |
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int32 | Returns the latent link id for latent events | |
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int32 | Returns the script code offset | |
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const FFrame & | Returns the stackframe | |
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EScriptInstrumentation::Type | GetType () |
Access to the event type |
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bool | Returns true if the context object is valid | |
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bool | Returns true if the stackframe is valid | |
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void | SetType
(
EScriptInstrumentation::Type InType |
Designates the event type |