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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <UnrealType.h>
Inheritance diagram for FPropertyValueIterator:Public Types | |
| using | BasePairType = TPair< const FProperty *, const void * > |
Public Member Functions | |
| COREUOBJECT_API | FPropertyValueIterator (FFieldClass *InPropertyClass, const UStruct *InStruct, const void *InStructValue, EPropertyValueIteratorFlags InRecursionFlags=EPropertyValueIteratorFlags::FullRecursion, EFieldIteratorFlags::DeprecatedPropertyFlags InDeprecatedPropertyFlags=EFieldIteratorFlags::IncludeDeprecated) |
| FPropertyValueIterator () | |
| operator bool () const | |
| UE_FORCEINLINE_HINT bool | operator== (const FPropertyValueIterator &Rhs) const |
| UE_FORCEINLINE_HINT bool | operator!= (const FPropertyValueIterator &Rhs) const |
| const BasePairType & | operator* () const |
| const BasePairType * | operator-> () const |
| UE_FORCEINLINE_HINT const FProperty * | Key () const |
| UE_FORCEINLINE_HINT const void * | Value () const |
| UE_FORCEINLINE_HINT void | operator++ () |
| UE_FORCEINLINE_HINT void | SkipRecursiveProperty () |
| COREUOBJECT_API void | GetPropertyChain (TArray< const FProperty * > &PropertyChain) const |
| COREUOBJECT_API FString | GetPropertyPathDebugString () const |
| using FPropertyValueIterator::BasePairType = TPair<const FProperty*, const void*> |
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explicit |
Construct an iterator using a struct and struct value
| InPropertyClass | The UClass of the FProperty type you are looking for |
| InStruct | The UClass or UScriptStruct containing properties to search for |
| InStructValue | Address in memory of struct to search for property values |
| InRecursionFlags | Rather to recurse into container and struct properties |
| InDeprecatedPropertyFlags | Rather to iterate over deprecated properties |
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Invalid iterator, start with empty stack
Returns the full stack of properties for the property currently being iterated. This includes struct and container properties
| PropertyChain | Filled in with ordered list of Properties, with currently active property first and top parent last |
| FString FPropertyValueIterator::GetPropertyPathDebugString | ( | ) | const |
Returns a string of the property chain in a form that makes reading it easy. The format may change over time, do not depend on this being in a specific Unreal path format. It's primary intention is to aid in debugging and in reporting paths to the end developer in an editor environment.
Now for the implementation details, normally paths involving an array, will do things like print the array name twice, since an array in the path is actually 2 properties, one for the array and another for the index. Maps are similar. The end result is stuff like seeing, ActionsArray.ActionsArray.ActionIfo.ActionPower.
What this function does is tries to make this stuff a lot more human readable, by printing, ActionsArray[3].ActionIfo.ActionPower, so that you know the index it comes from. Similarly Maps would print ActionMap["Action Name"].ActionIfo.ActionPower, so that you know the index it comes from. Similarly Maps would print
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inline |
Returns Property currently being iterated
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inlineexplicit |
Conversion to "bool" returning true if the iterator is valid
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Returns a TPair containing Property/Value currently being iterated
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Increments iterator
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Call when iterating a recursive property such as Array or Struct to stop it from iterating into that property
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Returns memory address currently being iterated