UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
ObjectReferenceTypes.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
6
7#include "ObjectReferenceTypes.generated.h"
8
9// From UObjectGlobals.h
11
12UENUM()
26
27static uint32 GetIrisAsyncLoadingPriorityBits()
28{
30}
31
33
35{
36 switch(Priority)
37 {
39 {
40 return TEXT("Default");
41 } break;
42
44 {
45 return TEXT("High");
46 } break;
47
49 {
50 return TEXT("VeryHigh");
51 } break;
52
54 {
55 return TEXT("Invalid");
56 } break;
57
58 default:
59 {
60 ensure(false);
61 return TEXT("Missing");
62 } break;
63 }
64}
#define ensure( InExpression)
Definition AssertionMacros.h:464
#define TEXT(x)
Definition Platform.h:1272
FPlatformTypes::TCHAR TCHAR
Either ANSICHAR or WIDECHAR, depending on whether the platform supports wide characters or the requir...
Definition Platform.h:1135
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
const TCHAR * LexToString(EAnalyticsRecordEventMode Mode)
Definition IAnalyticsProvider.cpp:5
#define UENUM(...)
Definition ObjectMacros.h:749
TAsyncLoadPriority ConvertAsyncLoadingPriority(EIrisAsyncLoadingPriority IrisPriority)
Definition ObjectReferenceTypes.cpp:34
EIrisAsyncLoadingPriority
Definition ObjectReferenceTypes.h:14
int32 TAsyncLoadPriority
Definition ObjectReferenceTypes.h:10
int32 TAsyncLoadPriority
Definition UObjectGlobals.h:726
uint8_t uint8
Definition binka_ue_file_header.h:8
uint32_t uint32
Definition binka_ue_file_header.h:6
uint32 GetBitsNeeded(const int32 Value)
Definition QuantizedVectorSerialization.cpp:13