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API > API/Runtime > API/Runtime/StateStream
Base type for state stream handles. This code is not supposed to be used directly. To create your new state stream you will need a handle dedicated to that state stream. Example:
USTRUCT(StateStreamHandle) struct FFooHandle : public FStateStreamHandle { };
| Name | FStateStreamHandle |
| Type | struct |
| Header File | /Engine/Source/Runtime/StateStream/Public/StateStreamHandle.h |
| Include Path | #include "StateStreamHandle.h" |
Syntax
USTRUCT (NoExport )
struct FStateStreamHandle
Derived Classes
FStateStreamHandle derived class hierarchy
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| StateStreamHandle.h | |||
FStateStreamHandle
(
const FStateStreamHandle& Other |
StateStreamHandle.h | ||
FStateStreamHandle
(
FStateStreamHandle&& Other |
StateStreamHandle.h | ||
FStateStreamHandle
(
IStateStreamHandleOwner& O, |
StateStreamHandle.h | ||
FStateStreamHandle
(
FStateStreamCopyContext& Context, |
StateStreamHandle.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FStateStreamHandle() |
StateStreamHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
uint32 GetId() |
StateStreamHandle.h | ||
bool IsValid() |
StateStreamHandle.h | ||
void MakeInternal() |
StateStreamHandle.h | ||
void * Render_GetUserData() |
StateStreamHandle.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Apply
(
FStateStreamCopyContext& Context, |
StateStreamHandle.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FStateStreamHandle & operator=
(
FStateStreamHandle&& Other |
StateStreamHandle.h | ||
FStateStreamHandle & operator=
(
const FStateStreamHandle& Other |
StateStreamHandle.h | ||
bool operator==
(
const FStateStreamHandle& Other |
StateStreamHandle.h |