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Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PreEditChange
(
FProperty* PropertyAboutToChange |
This is called when a property is about to be modified externally | UObject/Object.h | |
virtual void PreEditChange
(
FEditPropertyChain& PropertyAboutToChange |
This alternate version of PreEditChange is called when properties inside structs are modified. | UObject/Object.h |
PreEditChange(FProperty *)
Description
This is called when a property is about to be modified externally
| Name | PreEditChange |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Object.h |
| Include Path | #include "UObject/Object.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp |
virtual void PreEditChange
(
FProperty * PropertyAboutToChange
)
Parameters
| Name | Remarks |
|---|---|
| PropertyThatWillChange | Property that will be changed |
PreEditChange(class FEditPropertyChain &)
Description
This alternate version of PreEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of the FStructProperty member variable that contains the property that was modified.
| Name | PreEditChange |
| Type | function |
| Header File | /Engine/Source/Runtime/CoreUObject/Public/UObject/Object.h |
| Include Path | #include "UObject/Object.h" |
| Source | /Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp |
virtual void PreEditChange
(
class FEditPropertyChain & PropertyAboutToChange
)
Parameters
| Name | Remarks |
|---|---|
| PropertyAboutToChange | the property that is about to be modified |