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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <ObjectPathId.h>
Public Types | |
| enum | EInvalid { Invalid = 0 } |
| using | ResolvedNameContainerType = TArray< FName, TInlineAllocator< 3 > > |
Public Member Functions | |
| FObjectPathId ()=default | |
| FObjectPathId (const FObjectPathId &Other)=default | |
| FObjectPathId (const UObject *Object) | |
| FObjectPathId (const FObjectImport &Import, const FLinkerTables &LinkerTables) | |
| FObjectPathId (EInvalid) | |
| FObjectPathId (FWideStringView StringPath) | |
| FObjectPathId (FAnsiStringView StringPath) | |
| FObjectPathId & | operator= (const FObjectPathId &Other)=default |
| bool | operator== (const FObjectPathId &Other) const |
| bool | IsNone () const |
| bool | IsValid () const |
| bool | IsSimple () const |
| bool | IsWeakObj () const |
| void | Resolve (ResolvedNameContainerType &OutContainer) const |
| FWeakObjectPtr | GetWeakObjPtr () const |
| FMinimalName | GetSimpleName () const |
| void | MakeWeakObjPtr (const UObject &Object) |
| const FStoredObjectPath & | GetStoredPath () const |
| void | Reset () |
Static Public Member Functions | |
| static FName | MakeImportPathIdAndPackageName (const FObjectImport &Import, const FLinkerTables &LinkerTables, FObjectPathId &OutPathId) |
Friends | |
| FORCEINLINE uint32 | GetTypeHash (FObjectPathId Value) |
FObjectPathId is a type tailored to represent object paths, with a focus on avoiding overhead for common import path patterns It is primarily for use by FObjectRef/FPackedObjectRef/FObjectHandle. Most object paths used by FObjectRef will be imports, and are frequently a single FName without any outer components. FObjectPathId can transform to/from most single FNames without any need for a table lookup. For the less common case of an imported object path composed of more than one FName, or if the imported object path has an exceedingly high number component, FObjectPathId transformations will have to do a table lookup.
NOTE: FObjectPathId is NOT case sensitive. Two FObjectPathIds that were constructed with the same path but of differing case will compare as equal. This also means that constructing an FObjectPathId from a path then calling Resolve on it may produce the same set of names as in the original path, but of different case. THIS WILL CAUSE NON-DETERMINISM.
| using UE::CoreUObject::Private::FObjectPathId::ResolvedNameContainerType = TArray<FName, TInlineAllocator<3> > |
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| UE::CoreUObject::Private::FObjectPathId::FObjectPathId | ( | const FObjectImport & | Import, |
| const FLinkerTables & | LinkerTables | ||
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| FMinimalName UE::CoreUObject::Private::FObjectPathId::GetSimpleName | ( | ) | const |
| const FStoredObjectPath & UE::CoreUObject::Private::FObjectPathId::GetStoredPath | ( | ) | const |
| FWeakObjectPtr UE::CoreUObject::Private::FObjectPathId::GetWeakObjPtr | ( | ) | const |
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| void UE::CoreUObject::Private::FObjectPathId::Resolve | ( | ResolvedNameContainerType & | OutContainer | ) | const |
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