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

#include <TextKey.h>

Public Member Functions

 FTextId ()=default
 
 FTextId (const FTextKey &InNamespace, const FTextKey &InKey)
 
UE_FORCEINLINE_HINT FTextKey GetNamespace () const
 
UE_FORCEINLINE_HINT FTextKey GetKey () const
 
void SerializeAsString (FArchive &Ar)
 
void SerializeWithHash (FArchive &Ar)
 
void SerializeDiscardHash (FArchive &Ar)
 
void SerializeAsString (FStructuredArchiveSlot Slot)
 
void SerializeWithHash (FStructuredArchiveSlot Slot)
 
void SerializeDiscardHash (FStructuredArchiveSlot Slot)
 
UE_FORCEINLINE_HINT bool IsEmpty () const
 
void Reset ()
 

Friends

UE_FORCEINLINE_HINT bool operator== (const FTextId &A, const FTextId &B)
 
UE_FORCEINLINE_HINT bool operator!= (const FTextId &A, const FTextId &B)
 
UE_FORCEINLINE_HINT uint32 GetTypeHash (const FTextId &A)
 

Detailed Description

Optimized representation of a text identity (a namespace and key pair).

Constructor & Destructor Documentation

◆ FTextId() [1/2]

FTextId::FTextId ( )
default

◆ FTextId() [2/2]

FTextId::FTextId ( const FTextKey InNamespace,
const FTextKey InKey 
)
inline

Member Function Documentation

◆ GetKey()

UE_FORCEINLINE_HINT FTextKey FTextId::GetKey ( ) const
inline

Get the key component of this text identity

◆ GetNamespace()

UE_FORCEINLINE_HINT FTextKey FTextId::GetNamespace ( ) const
inline

Get the namespace component of this text identity

◆ IsEmpty()

UE_FORCEINLINE_HINT bool FTextId::IsEmpty ( ) const
inline

Is this text identity empty?

◆ Reset()

void FTextId::Reset ( )
inline

Reset this text identity to be empty

◆ SerializeAsString() [1/2]

void FTextId::SerializeAsString ( FArchive Ar)
inline

Serialize this text identity as if it were FStrings

◆ SerializeAsString() [2/2]

void FTextId::SerializeAsString ( FStructuredArchiveSlot  Slot)
inline

Serialize this text identity as if it were FStrings

◆ SerializeDiscardHash() [1/2]

void FTextId::SerializeDiscardHash ( FArchive Ar)
inline

Serialize this text identity including its hash values, discarding the hash on load (to upgrade from an older hashing algorithm)

◆ SerializeDiscardHash() [2/2]

void FTextId::SerializeDiscardHash ( FStructuredArchiveSlot  Slot)
inline

Serialize this text identity including its hash values, discarding the hash on load (to upgrade from an older hashing algorithm)

◆ SerializeWithHash() [1/2]

void FTextId::SerializeWithHash ( FArchive Ar)
inline

Serialize this text identity including its hash values (this method is sensitive to hashing algorithm changes, so only use it for generated files that can be rebuilt from another source)

◆ SerializeWithHash() [2/2]

void FTextId::SerializeWithHash ( FStructuredArchiveSlot  Slot)
inline

Serialize this text identity including its hash values (this method is sensitive to hashing algorithm changes, so only use it for generated files that can be rebuilt from another source)

Friends And Related Symbol Documentation

◆ GetTypeHash

UE_FORCEINLINE_HINT uint32 GetTypeHash ( const FTextId A)
friend

Get the hash of this text identity

◆ operator!=

UE_FORCEINLINE_HINT bool operator!= ( const FTextId A,
const FTextId B 
)
friend

Compare for inequality

◆ operator==

UE_FORCEINLINE_HINT bool operator== ( const FTextId A,
const FTextId B 
)
friend

Compare for equality


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