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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ExpressionParserTypes.h>
Public Member Functions | |
| FExpressionNode ()=default | |
| template<typename T > | |
| FExpressionNode (T In) | |
| CORE_API | ~FExpressionNode () |
| CORE_API | FExpressionNode (FExpressionNode &&In) |
| FExpressionNode (const FExpressionNode &)=delete | |
| CORE_API FExpressionNode & | operator= (FExpressionNode &&In) |
| FExpressionNode & | operator= (const FExpressionNode &)=delete |
| CORE_API const FGuid & | GetTypeId () const |
| template<typename T > | |
| const T * | Cast () const |
| CORE_API FExpressionNode | Copy () const |
Primitive types should only be declared once inside the codebase to avoid conflicts A node in an expression. Can be constructed from any C++ type that has a corresponding DEFINE_EXPRESSION_NODE_TYPE. Evaluation behaviour (unary/binary operator etc) is defined in the expression grammar, rather than the type itself.
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default |
Default constructor
| FExpressionNode::FExpressionNode | ( | T | In | ) |
Construction from client expression data type
| FExpressionNode::~FExpressionNode | ( | ) |
| FExpressionNode::FExpressionNode | ( | FExpressionNode && | In | ) |
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delete |
| const T * FExpressionNode::Cast | ( | ) | const |
Cast this node to the specified type. Will return nullptr if the types do not match.
| FExpressionNode FExpressionNode::Copy | ( | ) | const |
Copy this node and its wrapped data
| const FGuid & FExpressionNode::GetTypeId | ( | ) | const |
Get the type identifier of this node
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delete |
| FExpressionNode & FExpressionNode::operator= | ( | FExpressionNode && | In | ) |