unreal.SceneStatePropertyReference

class unreal.SceneStatePropertyReference

Bases: StructBase

Property References allows the binding system to handle a property by reference rather than by copy. A reference holds a single ‘ReferenceIndex’ that points to the index of both a ‘Reference’ and its ‘Resolved Reference’. To get the property by reference, the binding collection (to get the data handle) and the execution context (to get the data view) are required. see: FSceneStateBindingCollection, FSceneStateBindingReference, FSceneStateBindingResolvedReference. This is useful for tasks that need to write to external properties (e.g. as a form of output). The expected type of the reference should be set in “RefType” meta specifier. Meta specifiers for the type: RefType=”<type>” Specifies the type of property that the reference supports. Supported types are: bool, byte, int32, int64, float, double, Name, String, Text, Wildcard, UObject pointers, and structs. Wildcards is a ‘bypass’ so that any valid FProperty is accepted, and is up to implementer to handle this. Structs and Objects must use full path name. (e.g. for Actor type “/Script/Engine.Actor”) IsRefToArray Specified to mean that the reference is to an TArray<RefType> CanRefToArray Specified to mean that the reference can bind to a RefType or TArray<RefType>

C++ Source:

  • Plugin: SceneState

  • Module: SceneStateBinding

  • File: SceneStatePropertyReference.h