UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
PropertyAccess Namespace Reference

Classes

struct  FCopyBatchId
 

Functions

void PostLoadLibrary (FPropertyAccessLibrary &InLibrary)
 
void PatchPropertyOffsets (FPropertyAccessLibrary &InLibrary)
 
void ProcessCopies (UObject *InObject, const FPropertyAccessLibrary &InLibrary, EPropertyAccessCopyBatch InBatchType)
 
void ProcessCopies (UObject *InObject, const FPropertyAccessLibrary &InLibrary, const FCopyBatchId &InBatchId)
 
void ProcessCopy (UObject *InObject, const FPropertyAccessLibrary &InLibrary, EPropertyAccessCopyBatch InBatchType, int32 InCopyIndex, TFunctionRef< void(const FProperty *, void *)> InPostCopyOperation)
 
void ProcessCopy (UObject *InObject, const FPropertyAccessLibrary &InLibrary, const FCopyBatchId &InBatchId, int32 InCopyIndex, TFunctionRef< void(const FProperty *, void *)> InPostCopyOperation)
 
void GetAccessAddress (UObject *InObject, const FPropertyAccessLibrary &InLibrary, int32 InAccessIndex, TFunctionRef< void(const FProperty *, void *)> InFunction)
 
void BindEvents (UObject *InObject, const FPropertyAccessLibrary &InLibrary)
 
int32 GetEventId (const UClass *InClass, TArrayView< const FName > InPath)
 

Function Documentation

◆ BindEvents()

ENGINE_API void PropertyAccess::BindEvents ( UObject InObject,
const FPropertyAccessLibrary InLibrary 
)

◆ GetAccessAddress()

ENGINE_API void PropertyAccess::GetAccessAddress ( UObject InObject,
const FPropertyAccessLibrary InLibrary,
int32  InAccessIndex,
TFunctionRef< void(const FProperty *, void *)>  InFunction 
)

Gets the property and address of the specified access, minimally-resolving all compiled-in indirections

◆ GetEventId()

ENGINE_API int32 PropertyAccess::GetEventId ( const UClass InClass,
TArrayView< const FName InPath 
)

◆ PatchPropertyOffsets()

ENGINE_API void PropertyAccess::PatchPropertyOffsets ( FPropertyAccessLibrary InLibrary)

Called to patch up library after it is loaded or linked This converts all FName-based paths into node-based paths that provide an optimized way of accessing properties.

◆ PostLoadLibrary()

ENGINE_API void PropertyAccess::PostLoadLibrary ( FPropertyAccessLibrary InLibrary)

◆ ProcessCopies() [1/2]

ENGINE_API void PropertyAccess::ProcessCopies ( UObject InObject,
const FPropertyAccessLibrary InLibrary,
const FCopyBatchId InBatchId 
)

Process a 'tick' of a property access instance. Note internally allocates via FMemStack and pushes its own FMemMark

◆ ProcessCopies() [2/2]

ENGINE_API void PropertyAccess::ProcessCopies ( UObject InObject,
const FPropertyAccessLibrary InLibrary,
EPropertyAccessCopyBatch  InBatchType 
)

◆ ProcessCopy() [1/2]

ENGINE_API void PropertyAccess::ProcessCopy ( UObject InObject,
const FPropertyAccessLibrary InLibrary,
const FCopyBatchId InBatchId,
int32  InCopyIndex,
TFunctionRef< void(const FProperty *, void *)>  InPostCopyOperation 
)

Process a single copy Note that this can potentially allocate via FMemStack, so inserting FMemMark before a number of these calls is recommended

◆ ProcessCopy() [2/2]

ENGINE_API void PropertyAccess::ProcessCopy ( UObject InObject,
const FPropertyAccessLibrary InLibrary,
EPropertyAccessCopyBatch  InBatchType,
int32  InCopyIndex,
TFunctionRef< void(const FProperty *, void *)>  InPostCopyOperation 
)