unreal.ScriptTypedElementHandle
¶
- class unreal.ScriptTypedElementHandle¶
Bases:
unreal.StructBase
Script exposure for the typed element handle struct type Act as a weak handle to simplify the scripting use of the typed element framework and making it safer to use by avoiding crash in case of a bad usage. This type is the standard way that an element is passed through to interfaces for a script (Blueprint or Python), and also the type that is stored in the script element lists. C++ code may choose to use TTypedElement instead, which is a combination of an element handle and its associated element interface.
Note: This type shouldn’t be used in the engine code as it come with a performance and memory overhead that we want to avoid when compare to the native handles (FTypedElementHandle).
C++ Source:
Module: TypedElementFramework
File: TypedElementHandle.h
- __bool__()¶
Has this handle been initialized to a valid element?
- __eq__(other)¶
Overloads:
ScriptTypedElementHandle
Are these two handles equal?
- __ne__(other)¶
Overloads:
ScriptTypedElementHandle
Are these two handles not equal?
- equal(rhs) bool ¶
Are these two handles equal?
- Parameters
rhs (ScriptTypedElementHandle) –
- Return type
- not_equal(rhs) bool ¶
Are these two handles not equal?
- Parameters
rhs (ScriptTypedElementHandle) –
- Return type