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

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

AActorSpawnActorForLocator (UWorld *World, TSubclassOf< AActor > ActorClass, FName ActorName, AActor *TemplateActor)
 
void DestroyActorForLocator (AActor *Actor)
 
const FFragmentTypeFindBestFragmentType (const UObject *Object, UObject *Context)
 
FFragmentTypeHandle MakeFragmentTypeHandle (const FFragmentType *FragmentType)
 
uint8 ComputeDebugHeaderLog2 (size_t Alignment)
 
bool ParseUnsignedInteger (FStringView InString, uint32 &OutResult, int32 *OutNumCharsParsed)
 

Enumeration Type Documentation

◆ EFragmentTypeFlags

Enumerator
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.

◆ ELocatorFragmentType

Enumerator
Absolute 
Relative 
Undefined 

◆ ELocatorType

Enumerator
Absolute 
Relative 
Undefined 

◆ EParseStringFlags

Enumerator
None 
ErrorMessaging 

Whether the user desires error messages to be emited

Function Documentation

◆ ComputeDebugHeaderLog2()

uint8 UE::UniversalObjectLocator::ComputeDebugHeaderLog2 ( size_t  Alignment)

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 ]

◆ DestroyActorForLocator()

ENGINE_API void UE::UniversalObjectLocator::DestroyActorForLocator ( AActor Actor)

◆ FindBestFragmentType()

const FFragmentType * UE::UniversalObjectLocator::FindBestFragmentType ( const UObject Object,
UObject Context 
)

◆ MakeFragmentTypeHandle()

FFragmentTypeHandle UE::UniversalObjectLocator::MakeFragmentTypeHandle ( const FFragmentType FragmentType)

◆ ParseUnsignedInteger()

UNIVERSALOBJECTLOCATOR_API bool UE::UniversalObjectLocator::ParseUnsignedInteger ( FStringView  InString,
uint32 OutResult,
int32 OutNumCharsParsed 
)

◆ SpawnActorForLocator()

ENGINE_API AActor * UE::UniversalObjectLocator::SpawnActorForLocator ( UWorld World,
TSubclassOf< AActor ActorClass,
FName  ActorName,
AActor TemplateActor 
)