![]() |
UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
|
#include <PropertyTypeName.h>
Public Member Functions | |
| UE_API void | AddName (FName Name) |
| UE_API void | AddGuid (const FGuid &Guid) |
| UE_API void | AddPath (const UField *Field) |
| UE_API void | AddType (FPropertyTypeName Name) |
| UE_API void | BeginParameters () |
| UE_API void | EndParameters () |
| UE_API FPropertyTypeName | Build () const |
| UE_API void | Reset () |
| UE_API bool | TryParse (FStringView Name) |
Friends | |
| UE_REWRITE friend auto | begin (const FPropertyTypeNameBuilder &Builder) |
| UE_REWRITE friend auto | end (const FPropertyTypeNameBuilder &Builder) |
Builder for FPropertyTypeName.
Example: MapProperty(StructProperty(KeyStruct(/Script/CoreUObject),StructGuid),EnumProperty(ByteEnum(/Script/CoreUObject),ByteProperty))
FPropertyTypeNameBuilder Builder; Builder.AddName(NAME_MapProperty)); Builder.BeginParameters(); Builder.AddName(NAME_StructProperty); Builder.BeginParameters(); Builder.AddPath(KeyStruct); // const UStruct* if (const FGuid StructGuid = KeyStruct->GetCustomGuid(); StructGuid.IsValid()) Builder.AddGuid(StructGuid); Builder.EndParameters(); Builder.AddName(NAME_EnumProperty); Builder.BeginParameters(); Builder.AddPath(ByteEnum); // const UEnum* Builder.AddName(NAME_ByteProperty); Builder.EndParameters(); Builder.EndParameters(); FPropertyTypeName Name = Builder.Build();
Add a guid in the format DigitsWithHyphensLower.
Add a path in the format ObjectName(/Path/Name,Outer0,Outer1,Outer2)
| void UE::FPropertyTypeNameBuilder::AddType | ( | FPropertyTypeName | Name | ) |
Add a type name with its parameters.
| void UE::FPropertyTypeNameBuilder::BeginParameters | ( | ) |
Mark the beginning of the type parameters for the last added type.
| FPropertyTypeName UE::FPropertyTypeNameBuilder::Build | ( | ) | const |
Build from the types that have been added.
| void UE::FPropertyTypeNameBuilder::EndParameters | ( | ) |
Mark the end of the type parameters for the matching begin.
| void UE::FPropertyTypeNameBuilder::Reset | ( | ) |
Resets the builder to allow it to be reused.
| bool UE::FPropertyTypeNameBuilder::TryParse | ( | FStringView | Name | ) |
Try to parse and add a complete type name with its type parameters.
Builder is restored to its previous state when parsing fails.
| Name | A name in the format returned by operator<<(FStringBuilderBase&, const FPropertyTypeName&). |
|
friend |
|
friend |