6#include "Containers/Map.h"
12#define UE_API COREUOBJECT_API
32 [[
nodiscard]]
friend inline bool operator==(
const FKey& Lhs,
const FKey& Rhs)
34 return Lhs.Name == Rhs.Name && Lhs.Type == Rhs.Type;
39 if (
int32 Compare = Lhs.Name.Compare(Rhs.Name))
43 return Lhs.Type < Rhs.Type;
68 inline explicit operator bool()
const {
return !!
Value; }
89 inline bool IsEmpty()
const {
return Nodes.IsEmpty(); }
124 inline explicit operator bool()
const {
return (
bool)NodeIt; }
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
bool operator<(const FTextFormatString &LHS, const FTextFormatString &RHS)
Definition ITextFormatArgumentModifier.h:147
const bool
Definition NetworkReplayStreaming.h:178
#define UE_API
Definition SColorGradingComponentViewer.h:12
constexpr uint32 HashCombineFast(uint32 A, uint32 B)
Definition TypeHash.h:74
void DispatchAppendHash(BuilderType &Builder, const ArgType &Arg)
Definition TypeHash.h:219
void AppendHash(FBlake3 &Builder, FName In)
Definition UnrealNames.cpp:3801
Definition NameTypes.h:617
FORCEINLINE bool IsNone() const
Definition NameTypes.h:827
Definition UnrealString.h.inl:34
Definition UniquePtr.h:107
Definition PropertyPathNameTree.h:115
bool operator!=(const FConstIterator &Rhs) const
Definition PropertyPathNameTree.h:127
FConstNode GetNode() const
Definition PropertyPathNameTree.h:131
FConstIterator & operator++()
Definition PropertyPathNameTree.h:122
FConstIterator(const TMap< FKey, FValue >::TConstIterator &InNodeIt)
Definition PropertyPathNameTree.h:117
bool operator==(const FConstIterator &Rhs) const
Definition PropertyPathNameTree.h:126
FName GetName() const
Definition PropertyPathNameTree.h:129
FPropertyTypeName GetType() const
Definition PropertyPathNameTree.h:130
Definition PropertyPathNameTree.h:25
FPropertyPathNameTree(const FPropertyPathNameTree &)=delete
UE_API void Empty()
Definition PropertyPathNameTree.cpp:12
FPropertyPathNameTree & operator=(const FPropertyPathNameTree &)=delete
FPropertyPathNameTree(FPropertyPathNameTree &&)=default
FConstNode Find(const FPropertyPathName &Path, int32 StartIndex=0) const
Definition PropertyPathNameTree.h:109
UE_API friend void AppendHash(FBlake3 &Builder, const FPropertyPathNameTree &Tree)
Definition PropertyPathNameTree.cpp:104
FPropertyPathNameTree & operator=(FPropertyPathNameTree &&)=default
FConstIterator CreateConstIterator() const
Definition PropertyPathNameTree.h:137
bool IsEmpty() const
Definition PropertyPathNameTree.h:89
FPropertyPathNameTree()=default
Definition PropertyPathName.h:57
Definition PropertyTypeName.h:46
Definition AdvancedWidgetsModule.cpp:13
Definition PropertyTag.h:38
FName Name
Definition PropertyTag.h:49
Definition PropertyPathNameTree.h:66
const FPropertyPathNameTree * GetSubTree() const
Definition PropertyPathNameTree.h:69
const FValue * Value
Definition PropertyPathNameTree.h:67
const FPropertyTag * GetTag() const
Definition PropertyPathNameTree.h:70
Definition PropertyPathNameTree.h:74
UE_API void SetTag(const FPropertyTag &Tag)
Definition PropertyPathNameTree.cpp:82
FPropertyTag * GetTag()
Definition PropertyPathNameTree.h:78
FPropertyPathNameTree * GetSubTree()
Definition PropertyPathNameTree.h:77