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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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Classes | |
| struct | FFragmentType |
| struct | FFragmentTypeHandle |
| struct | FFragmentTypeParameters |
| struct | FInitializeParams |
| struct | FInitializeResult |
| struct | FParameterTypeHandle |
| struct | FParseStringParams |
| struct | FParseStringResult |
| struct | FRegistry |
| struct | FResolveParameterBuffer |
| struct | FResolveParameterHeader |
| struct | FResolveParams |
| struct | FResolveResult |
| struct | FResolveResultData |
| struct | FResolveResultFlags |
| class | FUniversalObjectLocatorModule |
| struct | IFragmentPayload |
| class | IUniversalObjectLocatorModule |
| struct | TFragmentPayload |
| struct | TFragmentType |
| struct | TFragmentTypeHandle |
| struct | TInlineResolveParameterBuffer |
| struct | TParameterTypeHandle |
| struct | TResolveParamsWithBuffer |
Enumerations | |
| enum class | EFragmentTypeFlags : uint8 { None , CanBeLoaded = 1 << 0 , LoadedByDefault = 1 << 1 } |
| enum class | ELocatorType : uint8 { Absolute , Relative , Undefined } |
| enum class | EParseStringFlags : uint8 { None = 0 , ErrorMessaging = 1 << 0 } |
| enum class | ELocatorFragmentType : uint8 { Absolute , Relative , Undefined } |
Functions | |
| AActor * | SpawnActorForLocator (UWorld *World, TSubclassOf< AActor > ActorClass, FName ActorName, AActor *TemplateActor) |
| void | DestroyActorForLocator (AActor *Actor) |
| const FFragmentType * | FindBestFragmentType (const UObject *Object, UObject *Context) |
| FFragmentTypeHandle | MakeFragmentTypeHandle (const FFragmentType *FragmentType) |
| uint8 | ComputeDebugHeaderLog2 (size_t Alignment) |
| bool | ParseUnsignedInteger (FStringView InString, uint32 &OutResult, int32 *OutNumCharsParsed) |
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| Enumerator | |
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| None | |
| CanBeLoaded | Flag to indicate that this fragment type can be loaded, indicating that asset loading or actor spawning will occur if the 'Load' flag is passed in the FResolveParams. If a fragment type can be loaded, then it will also react to resolve with the 'Unload' flag by unloading which may mean destructing an asset or destroying a spawned actor. Specific to Editor, some fragment types may spawn a 'preview' object/actor and have different behavior in runtime. |
| LoadedByDefault | Flag to indicate that this fragment type should be loaded by default. This flag is used to signal to the resolver of what this fragment type expects when being resolved. |
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strong |
Compute the size required for the debug header of a fragment with a certain size and alignment constraint
Since our byte array is explicitly aligned to 8 bytes, we can insert the debug header right at the start of our bytes without changing the alignment of the proceeding type.
If however our type's requested alignment is greater, we use the alignment itself and allocate the header at the tail of that space. For instance, for a 16 byte aligned payload: 0.. 8.. 16.. 16 + sizeof(T) [ TFragmentPayload<T> | T Payload ]
For a 32 byte aligned payload: 0.. 24.. 32.. 32 + sizeof(T) [ TFragmentPayload<T> | T Payload ]
| ENGINE_API void UE::UniversalObjectLocator::DestroyActorForLocator | ( | AActor * | Actor | ) |
| const FFragmentType * UE::UniversalObjectLocator::FindBestFragmentType | ( | const UObject * | Object, |
| UObject * | Context | ||
| ) |
| FFragmentTypeHandle UE::UniversalObjectLocator::MakeFragmentTypeHandle | ( | const FFragmentType * | FragmentType | ) |
| UNIVERSALOBJECTLOCATOR_API bool UE::UniversalObjectLocator::ParseUnsignedInteger | ( | FStringView | InString, |
| uint32 & | OutResult, | ||
| int32 * | OutNumCharsParsed | ||
| ) |
| ENGINE_API AActor * UE::UniversalObjectLocator::SpawnActorForLocator | ( | UWorld * | World, |
| TSubclassOf< AActor > | ActorClass, | ||
| FName | ActorName, | ||
| AActor * | TemplateActor | ||
| ) |