UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FFixedUObjectArray Class Reference

#include <UObjectArray.h>

Public Member Functions

 FFixedUObjectArray ()
 
 ~FFixedUObjectArray ()
 
void PreAllocate (int32 InMaxElements)
 
int32 AddSingle ()
 
int32 AddRange (int32 Count)
 
FUObjectItem const * GetObjectPtr (int32 Index) const
 
FUObjectItemGetObjectPtr (int32 Index)
 
UE_FORCEINLINE_HINT int32 Num () const
 
UE_FORCEINLINE_HINT int32 Capacity () const
 
UE_FORCEINLINE_HINT bool IsValidIndex (int32 Index) const
 
FUObjectItem const & operator[] (int32 Index) const
 
FUObjectItemoperator[] (int32 Index)
 
UObjectBase *** GetRootBlockForDebuggerVisualizers ()
 

Detailed Description

Fixed size UObject array.

Constructor & Destructor Documentation

◆ FFixedUObjectArray()

FFixedUObjectArray::FFixedUObjectArray ( )
inline

◆ ~FFixedUObjectArray()

FFixedUObjectArray::~FFixedUObjectArray ( )
inline

Member Function Documentation

◆ AddRange()

int32 FFixedUObjectArray::AddRange ( int32  Count)
inline

◆ AddSingle()

int32 FFixedUObjectArray::AddSingle ( )
inline

◆ Capacity()

UE_FORCEINLINE_HINT int32 FFixedUObjectArray::Capacity ( ) const
inline

Return the number max capacity of the array Thread safe, but you know, someone might have added more elements before this even returns

Returns
the maximum number of elements in the array

◆ GetObjectPtr() [1/2]

FUObjectItem * FFixedUObjectArray::GetObjectPtr ( int32  Index)
inline

◆ GetObjectPtr() [2/2]

FUObjectItem const * FFixedUObjectArray::GetObjectPtr ( int32  Index) const
inline

◆ GetRootBlockForDebuggerVisualizers()

UObjectBase *** FFixedUObjectArray::GetRootBlockForDebuggerVisualizers ( )
inline

Return a naked pointer to the fundamental data structure for debug visualizers.

◆ IsValidIndex()

UE_FORCEINLINE_HINT bool FFixedUObjectArray::IsValidIndex ( int32  Index) const
inline

Return if this index is valid Thread safe, if it is valid now, it is valid forever. Other threads might be adding during this call.

Parameters
IndexIndex to test
Returns
true, if this is a valid

◆ Num()

UE_FORCEINLINE_HINT int32 FFixedUObjectArray::Num ( ) const
inline

Return the number of elements in the array Thread safe, but you know, someone might have added more elements before this even returns

Returns
the number of elements in the array

◆ operator[]() [1/2]

FUObjectItem & FFixedUObjectArray::operator[] ( int32  Index)
inline

◆ operator[]() [2/2]

FUObjectItem const & FFixedUObjectArray::operator[] ( int32  Index) const
inline

Return a reference to an element

Parameters
IndexIndex to return
Returns
a reference to the pointer to the element Thread safe, if it is valid now, it is valid forever. This might return nullptr, but by then, some other thread might have made it non-nullptr.

◆ PreAllocate()

void FFixedUObjectArray::PreAllocate ( int32  InMaxElements)
inline

Expands the array so that Element[Index] is allocated. New pointers are all zero.

Parameters
IndexThe Index of an element we want to be sure is allocated

The documentation for this class was generated from the following file: