#include <UnrealType.h>
Structure for passing pre and post edit change events
- Examples
- /work/Engine/Source/Runtime/UMG/Public/Components/Widget.h.
◆ FPropertyChangedEvent()
◆ GetArrayIndex()
| int32 FPropertyChangedEvent::GetArrayIndex |
( |
const FString & |
InName | ) |
const |
|
inline |
Gets the Array Index of the "current object" based on a particular name InName - Name of the property to find the array index for
◆ GetArrayIndicesPerObject()
| bool FPropertyChangedEvent::GetArrayIndicesPerObject |
( |
int32 |
InObjectIteratorIndex, |
|
|
TMap< FString, int32 > & |
OutArrayIndicesPerObject |
|
) |
| const |
|
inline |
◆ GetMemberPropertyName()
| FName FPropertyChangedEvent::GetMemberPropertyName |
( |
| ) |
const |
|
inline |
Simple utility to get the name of the object's member property and takes care of the possible null property.
◆ GetNumObjectsBeingEdited()
| int32 FPropertyChangedEvent::GetNumObjectsBeingEdited |
( |
| ) |
const |
|
inline |
- Returns
- The number of objects being edited during this change event
◆ GetObjectBeingEdited()
| const UObject * FPropertyChangedEvent::GetObjectBeingEdited |
( |
int32 |
Index | ) |
const |
|
inline |
Gets an object being edited by this change event. Multiple objects could be edited at once
- Parameters
-
| Index | The index of the object being edited. Assumes index is valid. Call GetNumObjectsBeingEdited first to check if there are valid objects |
- Returns
- The object being edited or nullptr if no object was found
◆ GetPropertyName()
| FName FPropertyChangedEvent::GetPropertyName |
( |
| ) |
const |
|
inline |
Simple utility to get the name of the property and takes care of the possible null property.
◆ HasArchetypeInstanceChanged()
| bool FPropertyChangedEvent::HasArchetypeInstanceChanged |
( |
UObject * |
InInstance | ) |
const |
|
inline |
Test whether an archetype instance was modified. InInstance - The instance we want to know the status.
◆ SetActiveMemberProperty()
| void FPropertyChangedEvent::SetActiveMemberProperty |
( |
FProperty * |
InActiveMemberProperty | ) |
|
|
inline |
◆ SetArrayIndexPerObject()
Saves off map of array indices per object being set.
◆ SetInstancesChanged()
| void FPropertyChangedEvent::SetInstancesChanged |
( |
T && |
InInstancesChanged | ) |
|
|
inline |
Specify the set of archetype instances that were modified by the property change.
◆ ChangeType
◆ MemberProperty
| FProperty* FPropertyChangedEvent::MemberProperty |
The member property of the object that PostEditChange is being called on.
For example if the property that changed is inside a struct on the object, this property is the struct property
◆ ObjectIteratorIndex
| int32 FPropertyChangedEvent::ObjectIteratorIndex |
◆ Property
The actual property that changed
The documentation for this struct was generated from the following file:
- Engine/Source/Runtime/CoreUObject/Public/UObject/UnrealType.h