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Wrapping type around instance pointer to be returned per value in Blueprints.
| Name | FConstraintInstanceAccessor |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Classes/PhysicsEngine/ConstraintInstance.h |
| Include Path | #include "PhysicsEngine/ConstraintInstance.h" |
Syntax
USTRUCT (BlueprintType )
struct FConstraintInstanceAccessor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| PhysicsEngine/ConstraintInstance.h | |||
FConstraintInstanceAccessor
(
const TWeakObjectPtr< UObject >& Owner, |
PhysicsEngine/ConstraintInstance.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FConstraintInstanceAccessor() |
PhysicsEngine/ConstraintInstance.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Index | uint32 | PhysicsEngine/ConstraintInstance.h | ||
| OnRelease | TFunction< void(void)> | Warning: it would be unwieldy to make the accessor move only, so the OnRelease callback should be safe to be called multiple times | PhysicsEngine/ConstraintInstance.h | |
| Owner | TWeakObjectPtr< UObject > | PhysicsEngine/ConstraintInstance.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FConstraintInstance * Get() |
PhysicsEngine/ConstraintInstance.h | ||
void Modify() |
Calls modify on the owner object to make sure the constraint is dirtied | PhysicsEngine/ConstraintInstance.h |