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Public class keep track of ownership and reference counts on which plugins + depends through a public GUID Used internally to reference a structure containing this data You must call the InitAndRegister function this to Properly create a version of this so it is registered internally, otherwise it is invalid to use this
| Name | FGameFeatureStateHandle |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureStateHandle.h |
| Include Path | #include "GameFeatureStateHandle.h" |
Syntax
class FGameFeatureStateHandle
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| GameFeatureStateHandle.h | |||
FGameFeatureStateHandle
(
const FGameFeatureStateHandle& |
Move only, so delete copy ctor/assign | GameFeatureStateHandle.h | |
| GameFeatureStateHandle.h | |||
FGameFeatureStateHandle
(
const FString& Owner, |
GameFeatureStateHandle.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FGameFeatureStateHandle() |
GameFeatureStateHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| UniqueId | FGuid | GameFeatureStateHandle.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 CompareAndLogGameFeatureDifferences
(
const FGameFeatureStateHandle& FinalizedStateHandle |
Compare and log differences between two state handle owned GFPs. | GameFeatureStateHandle.h | |
FGuid GetUniqueId() |
GameFeatureStateHandle.h | ||
bool InitAndRegister
(
const FString& Owner, |
Init the StateHandle with a unique id, owner, options and registers it with the StateHandleRefController, if this StateHandle already has a valid GUID, we return false | GameFeatureStateHandle.h | |
bool IsValid() |
GameFeatureStateHandle.h | ||
void ReleaseAndUnregister
(
TFunction< void(bool)> ResetCompleteCallback |
Releases all the ref counts, and if any GFPs need to be downgraded moves them. | GameFeatureStateHandle.h | |
void TakeOwnership
(
FGameFeatureStateHandle&& StateHandle |
Takes over the ref counts of the StateHandle and its dtor is called | GameFeatureStateHandle.h | |
FString ToString() |
GameFeatureStateHandle.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FGameFeatureStateHandle & operator=
(
const FGameFeatureStateHandle& |
GameFeatureStateHandle.h | ||
| GameFeatureStateHandle.h | |||
bool operator==
(
const FGameFeatureStateHandle& Other |
GameFeatureStateHandle.h |