Navigation
Unreal Engine C++ API Reference > Runtime > Engine > Engine
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/ActorInstanceHandle.h |
Include | #include "Engine/ActorInstanceHandle.h" |
Syntax
USTRUCT (BlueprintType )
struct FActorInstanceHandle
Remarks
Handle to a unique object. This may specify a full weigh actor or it may only specify the actor instance that represents the same object.
The handle has game thread constraints related to UObjects and should be used carefully from other threads. Can only be used on the game thread
- all constructors
- all getters (GetXYZ, FetchActor, IsActorValid, DoesRepresent) *
- comparison operators against live AActor pointer
Can be used on any thread
- MakeActorHandleToResolve to create a handle that will be lazily resolved on the game thread since it only stores a weak object ptr without any access to the live object
- handle validity and comparison operators against another handle (i.e. IsValid(), operator==|!=(const FActorInstanceHandle& Other))
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
|||
![]() |
FActorInstanceHandle
(
AActor* InActor |
||
![]() |
FActorInstanceHandle
(
const FActorInstanceHandle& Other |
||
![]() |
FActorInstanceHandle
(
const UPrimitiveComponent* RelevantComponent, |
||
![]() |
FActorInstanceHandle
(
FActorInstanceManagerInterface InManagerInterface, |
||
![]() |
FActorInstanceHandle
(
AActor* InActor, |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
bool | ||
![]() ![]() |
bool | DoesRepresentClass
(
const UClass* OtherClass |
|
![]() ![]() |
T * | FetchActor () |
|
![]() ![]() |
AActor * | FetchActor () |
Returns the actor specified by this handle. This may require loading and creating the actor object. |
![]() ![]() |
AActor * | ||
![]() ![]() |
FName | GetFName () |
|
![]() ![]() |
int32 | Returns the index used internally by the manager | |
![]() ![]() |
ULevel * | GetLevel () |
|
![]() ![]() |
FVector | GetLocation () |
|
![]() ![]() |
T * | GetManager () |
|
![]() ![]() |
FActorInstanceManagerInterface | ||
![]() ![]() |
AActor * | If this handle has a valid actor, return it; otherwise return the actor responsible for managing the instances. | |
![]() ![]() |
FString | GetName () |
|
![]() ![]() |
UClass * | ||
![]() ![]() |
USceneComponent * | Returns either the actor's root component or the root component for the manager associated with the handle | |
![]() ![]() |
FRotator | GetRotation () |
|
![]() ![]() |
FTransform | GetTransform () |
|
![]() ![]() |
bool | IsValid () |
|
![]() ![]() |
FActorInstanceHandle | MakeActorHandleToResolve
(
const TWeakObjectPtr< UPrimitiveComponent >& WeakComponent, |
A path dedicated to creation of handles from any threads. |
![]() ![]() |
FActorInstanceHandle | MakeDehydratedActorHandle
(
UObject& Manager, |
A path dedicated to creation of handles while converting actor to a dehydrated representation. |
![]() ![]() |
void | SetCachedActor
(
AActor* InActor |
Operators
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
|||
![]() ![]() |
bool | operator!=
(
const FActorInstanceHandle& Other |
|
![]() ![]() |
bool | operator!=
(
const AActor* OtherActor |
|
![]() |
FActorInstanceHandle & | operator=
(
const FActorInstanceHandle& Other |
|
![]() |
FActorInstanceHandle & | operator=
(
FActorInstanceHandle&& Other |
|
![]() |
FActorInstanceHandle & | ||
![]() ![]() |
bool | operator==
(
const FActorInstanceHandle& Other |
|
![]() ![]() |
bool | operator==
(
const AActor* OtherActor |
Enums
Type | Name | Description | |
---|---|---|---|
![]() |
EResolutionStatus | Enum to keep track of the resolution status of the handle. |