UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
UE::UniversalObjectLocator::IUniversalObjectLocatorModule Class Referenceabstract

#include <IUniversalObjectLocatorModule.h>

+ Inheritance diagram for UE::UniversalObjectLocator::IUniversalObjectLocatorModule:

Public Member Functions

template<typename PayloadStructType UE_REQUIRES>
TFragmentTypeHandle< PayloadStructTypeRegisterFragmentType (FFragmentTypeParameters &FragmentTypeParameters)
 
template<typename ParameterType >
TParameterTypeHandle< ParameterType > RegisterParameterType ()
 
void UnregisterParameterType (FParameterTypeHandle InHandle)
 
template<typename PayloadStructType >
void UnregisterFragmentType (TFragmentTypeHandle< PayloadStructType > FragmentType)
 
- Public Member Functions inherited from IModuleInterface
virtual ~IModuleInterface ()
 
virtual void StartupModule ()
 
virtual void PreUnloadCallback ()
 
virtual void PostLoadCallback ()
 
virtual void ShutdownModule ()
 
virtual bool SupportsDynamicReloading ()
 
virtual bool SupportsAutomaticShutdown ()
 
virtual bool IsGameModule () const
 

Member Function Documentation

◆ RegisterFragmentType()

template<typename PayloadStructType UE_REQUIRES>
TFragmentTypeHandle< PayloadStructType > UE::UniversalObjectLocator::IUniversalObjectLocatorModule::RegisterFragmentType ( FFragmentTypeParameters FragmentTypeParameters)
inline

Register a new fragment type that can be used to locate objects from a Universal Object Locator

Fragment types must be serializable USTRUCTS, must be equality comparable, and must be GetTypeHashable. Additionally, the following member functions must be defined:

// Initialize the fragment to point at an object within a context FInitializeResult Initialize(const FInitializeParams& InParams) const; // Resolve the fragment to the resulting object, potentially loading or unloading it FResolveResult Resolve(const FResolveParams& Params) const;

// Convert this fragment to its string representation void ToString(FStringBuilderBase& OutStringBuilder) const; // Try and parse this fragment from its string representation FParseStringResult TryParseString(FStringView InString, const FParseStringParams& Params) const;

// Compute a priority for this fragment based on an object and context in order to decide which fragment type should be used if multiple can address the same object static uint32 ComputePriority(const UObject* Object, const UObject* Context) const;

◆ RegisterParameterType()

template<typename ParameterType >
TParameterTypeHandle< ParameterType > UE::UniversalObjectLocator::IUniversalObjectLocatorModule::RegisterParameterType ( )
inline

◆ UnregisterFragmentType()

void UE::UniversalObjectLocator::IUniversalObjectLocatorModule::UnregisterFragmentType ( TFragmentTypeHandle< PayloadStructType FragmentType)
inline

◆ UnregisterParameterType()

void UE::UniversalObjectLocator::IUniversalObjectLocatorModule::UnregisterParameterType ( FParameterTypeHandle  InHandle)
inline

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