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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <TypedElementHandle.h>
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| FScriptTypedElementHandle ()=default | |
| FScriptTypedElementHandle (const FScriptTypedElementHandle &InOther) | |
| FScriptTypedElementHandle (FScriptTypedElementHandle &&InOther) | |
| FScriptTypedElementHandle & | operator= (const FScriptTypedElementHandle &InOther) |
| FScriptTypedElementHandle & | operator= (FScriptTypedElementHandle &&InOther) |
| bool | operator== (const FScriptTypedElementHandle &InOther) const |
| bool | operator!= (const FScriptTypedElementHandle &InOther) const |
| operator bool () const | |
| bool | IsSet () const |
| void | Release () |
| void | Private_Initialize (FScriptTypedElementInternalDataPtr &&InInternalData) |
| const FTypedElementId & | GetId () const |
| FTypedElementHandle | GetTypedElementHandle () const |
Script exposure for the typed element handle struct type Act as a weak handle to simplify the scripting use of the typed element framework and making it safer to use by avoiding crash in case of a bad usage. This type is the standard way that an element is passed through to interfaces for a script (Blueprint or Python), and also the type that is stored in the script element lists. C++ code may choose to use TTypedElement instead, which is a combination of an element handle and its associated element interface.
Note: This type shouldn't be used in the engine code as it come with a performance and memory overhead that we want to avoid when compare to the native handles (FTypedElementHandle).
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Return typed element handle from the script typed element handle If this script handle is invalid it will return a invalid TypedElementHandle
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