UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FSoftObjectPath Struct Reference

#include <SoftObjectPath.h>

+ Inheritance diagram for FSoftObjectPath:

Public Member Functions

 FSoftObjectPath ()=default
 
 FSoftObjectPath (const FSoftObjectPath &Other)=default
 
 FSoftObjectPath (FSoftObjectPath &&Other)=default
 
 ~FSoftObjectPath ()=default
 
FSoftObjectPathoperator= (const FSoftObjectPath &Path)=default
 
FSoftObjectPathoperator= (FSoftObjectPath &&Path)=default
 
 FSoftObjectPath (const FString &Path)
 
 FSoftObjectPath (FTopLevelAssetPath InAssetPath, TStringOverload< FWideString > InSubPathString)
 
 FSoftObjectPath (FTopLevelAssetPath InAssetPath, TStringOverload< FUtf8String > InSubPathString)
 
 FSoftObjectPath (FName InPackageName, FName InAssetName, const FString &InSubPathString)
 
 FSoftObjectPath (FTopLevelAssetPath InAssetPath)
 
 FSoftObjectPath (FWideStringView Path)
 
 FSoftObjectPath (FAnsiStringView Path)
 
 FSoftObjectPath (const WIDECHAR *Path)
 
 FSoftObjectPath (const ANSICHAR *Path)
 
 FSoftObjectPath (TYPE_OF_NULLPTR)
 
template<typename T >
 FSoftObjectPath (const TObjectPtr< T > &InObject)
 
 FSoftObjectPath (const FObjectPtr &InObject)
 
 FSoftObjectPath (const UObject *InObject)
 
FSoftObjectPathoperator= (const FTopLevelAssetPath Path)
 
FSoftObjectPathoperator= (const FString &Path)
 
FSoftObjectPathoperator= (FWideStringView Path)
 
FSoftObjectPathoperator= (FAnsiStringView Path)
 
FSoftObjectPathoperator= (const WIDECHAR *Path)
 
FSoftObjectPathoperator= (const ANSICHAR *Path)
 
FSoftObjectPathoperator= (TYPE_OF_NULLPTR)
 
COREUOBJECT_API FString ToString () const
 
COREUOBJECT_API void ToString (FStringBuilderBase &Builder) const
 
COREUOBJECT_API void ToString (FUtf8StringBuilderBase &Builder) const
 
COREUOBJECT_API void AppendString (FString &Builder) const
 
COREUOBJECT_API void AppendString (FStringBuilderBase &Builder) const
 
COREUOBJECT_API void AppendString (FUtf8StringBuilderBase &Builder) const
 
FTopLevelAssetPath GetAssetPath () const
 
FSoftObjectPath GetWithoutSubPath () const
 
FString GetAssetPathString () const
 
UE_FORCEINLINE_HINT FString GetSubPathString () const
 
UE_FORCEINLINE_HINT const FUtf8StringGetSubPathUtf8String () const
 
UE_FORCEINLINE_HINT void SetSubPathString (TStringOverload< FWideString > InSubPathString)
 
UE_FORCEINLINE_HINT void SetSubPathString (TStringOverload< FUtf8String > InSubPathString)
 
FString GetLongPackageName () const
 
FName GetLongPackageFName () const
 
FString GetAssetName () const
 
FName GetAssetFName () const
 
COREUOBJECT_API void SetPath (const FTopLevelAssetPath &InAssetPath)
 
COREUOBJECT_API void SetPath (const FTopLevelAssetPath &InAssetPath, TStringOverload< FWideString > InSubPathString)
 
COREUOBJECT_API void SetPath (const FTopLevelAssetPath &InAssetPath, TStringOverload< FUtf8String > InSubPathString)
 
COREUOBJECT_API void SetPath (FWideStringView Path)
 
COREUOBJECT_API void SetPath (FAnsiStringView Path)
 
COREUOBJECT_API void SetPath (FUtf8StringView Path)
 
COREUOBJECT_API void SetPath (const UObject *InObject)
 
void SetPath (const WIDECHAR *Path)
 
void SetPath (const ANSICHAR *Path)
 
void SetPath (const FString &Path)
 
COREUOBJECT_API bool RemapPackage (FName OldPackageName, FName NewPackageName)
 
COREUOBJECT_API UObjectTryLoad (FUObjectSerializeContext *InLoadContext=nullptr) const
 
COREUOBJECT_API int32 LoadAsync (FLoadSoftObjectPathAsyncDelegate InCompletionDelegate, FLoadAssetAsyncOptionalParams InOptionalParams=FLoadAssetAsyncOptionalParams()) const
 
COREUOBJECT_API UObjectResolveObject () const
 
void Reset ()
 
UE_FORCEINLINE_HINT bool IsValid () const
 
UE_FORCEINLINE_HINT bool IsNull () const
 
UE_FORCEINLINE_HINT bool IsAsset () const
 
UE_FORCEINLINE_HINT bool IsSubobject () const
 
bool LexicalLess (const FSoftObjectPath &Other) const
 
bool FastLess (const FSoftObjectPath &Other) const
 
COREUOBJECT_API bool Serialize (FArchive &Ar)
 
COREUOBJECT_API bool Serialize (FStructuredArchive::FSlot Slot)
 
COREUOBJECT_API bool operator== (FSoftObjectPath const &Other) const
 
bool operator!= (FSoftObjectPath const &Other) const
 
COREUOBJECT_API bool ExportTextItem (FString &ValueStr, FSoftObjectPath const &DefaultValue, UObject *Parent, int32 PortFlags, UObject *ExportRootScope) const
 
COREUOBJECT_API bool ImportTextItem (const TCHAR *&Buffer, int32 PortFlags, UObject *Parent, FOutputDevice *ErrorText, FArchive *InSerializingArchive=nullptr)
 
COREUOBJECT_API bool SerializeFromMismatchedTag (struct FPropertyTag const &Tag, FStructuredArchive::FSlot Slot)
 
COREUOBJECT_API void SerializePath (FArchive &Ar)
 
COREUOBJECT_API void SerializePathWithoutFixup (FArchive &Ar)
 
COREUOBJECT_API bool PreSavePath (bool *bReportSoftObjectPathRedirects=nullptr)
 
COREUOBJECT_API void PostLoadPath (FArchive *InArchive) const
 
COREUOBJECT_API bool FixupForPIE (TFunctionRef< void(int32, FSoftObjectPath &)> InPreFixupForPIECustomFunction=FSoftObjectPath_DefaultPreFixupForPIEFunction)
 
COREUOBJECT_API bool FixupForPIE (int32 PIEInstance, TFunctionRef< void(int32, FSoftObjectPath &)> InPreFixupForPIECustomFunction=FSoftObjectPath_DefaultPreFixupForPIEFunction)
 
COREUOBJECT_API bool FixupCoreRedirects ()
 

Static Public Member Functions

static COREUOBJECT_API FSoftObjectPath ConstructFromPackageAssetSubpath (FName InPackageName, FName InAssetName, const FString &InSubPathString)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromPackageAsset (FName InPackageName, FName InAssetName)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromAssetPathAndSubpath (FTopLevelAssetPath InAssetPath, TStringOverload< FWideString > InSubPathString)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromAssetPathAndSubpath (FTopLevelAssetPath InAssetPath, TStringOverload< FUtf8String > InSubPathString)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromAssetPath (FTopLevelAssetPath InAssetPath)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromStringPath (FString &&InPath)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromStringPath (FStringView InPath)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromStringPath (FUtf8StringView InPath)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromObject (const UObject *InObject)
 
static COREUOBJECT_API FSoftObjectPath ConstructFromObject (const FObjectPtr &InObject)
 
template<typename T >
static FSoftObjectPath ConstructFromObject (const TObjectPtr< T > &InObject)
 
static COREUOBJECT_API FSoftObjectPath GetOrCreateIDForObject (FObjectPtr Object)
 
static UE_FORCEINLINE_HINT FSoftObjectPath GetOrCreateIDForObject (const UObject *Object)
 
template<typename T >
static UE_FORCEINLINE_HINT FSoftObjectPath GetOrCreateIDForObject (TObjectPtr< T > Object)
 
static COREUOBJECT_API void AddPIEPackageName (FName NewPIEPackageName)
 
static COREUOBJECT_API void ClearPIEPackageNames ()
 

Friends

struct Z_Construct_UScriptStruct_FSoftObjectPath_Statics
 
uint32 GetTypeHash (FSoftObjectPath const &This)
 
COREUOBJECT_API friend void SerializeForLog (FCbWriter &Writer, const FSoftObjectPath &Value)
 

Detailed Description

A struct that contains a string reference to an object, either a package, a top level asset or a subobject. This can be used to make soft references to assets that are loaded on demand. This is stored internally as an FTopLevelAssetPath pointing to the top level asset (/package/path.assetname) and an optional string subobject path. If the MetaClass metadata is applied to a FProperty with this the UI will restrict to that type of asset.

Constructor & Destructor Documentation

◆ FSoftObjectPath() [1/16]

FSoftObjectPath::FSoftObjectPath ( )
default

◆ FSoftObjectPath() [2/16]

FSoftObjectPath::FSoftObjectPath ( const FSoftObjectPath Other)
default

◆ FSoftObjectPath() [3/16]

FSoftObjectPath::FSoftObjectPath ( FSoftObjectPath &&  Other)
default

◆ ~FSoftObjectPath()

FSoftObjectPath::~FSoftObjectPath ( )
default

◆ FSoftObjectPath() [4/16]

FSoftObjectPath::FSoftObjectPath ( const FString &  Path)
inline

Construct from a path string. Non-explicit for backwards compatibility.

◆ FSoftObjectPath() [5/16]

FSoftObjectPath::FSoftObjectPath ( FTopLevelAssetPath  InAssetPath,
TStringOverload< FWideString InSubPathString 
)
inlineexplicit

◆ FSoftObjectPath() [6/16]

FSoftObjectPath::FSoftObjectPath ( FTopLevelAssetPath  InAssetPath,
TStringOverload< FUtf8String InSubPathString 
)
inlineexplicit

◆ FSoftObjectPath() [7/16]

FSoftObjectPath::FSoftObjectPath ( FName  InPackageName,
FName  InAssetName,
const FString &  InSubPathString 
)
inlineexplicit

◆ FSoftObjectPath() [8/16]

FSoftObjectPath::FSoftObjectPath ( FTopLevelAssetPath  InAssetPath)
inlineexplicit

Explicitly extend a top-level object path with an empty subobject path.

◆ FSoftObjectPath() [9/16]

FSoftObjectPath::FSoftObjectPath ( FWideStringView  Path)
inlineexplicit

◆ FSoftObjectPath() [10/16]

FSoftObjectPath::FSoftObjectPath ( FAnsiStringView  Path)
inlineexplicit

◆ FSoftObjectPath() [11/16]

FSoftObjectPath::FSoftObjectPath ( const WIDECHAR Path)
inlineexplicit

◆ FSoftObjectPath() [12/16]

FSoftObjectPath::FSoftObjectPath ( const ANSICHAR Path)
inlineexplicit

◆ FSoftObjectPath() [13/16]

FSoftObjectPath::FSoftObjectPath ( TYPE_OF_NULLPTR  )
inlineexplicit

◆ FSoftObjectPath() [14/16]

template<typename T >
FSoftObjectPath::FSoftObjectPath ( const TObjectPtr< T > &  InObject)
inline

◆ FSoftObjectPath() [15/16]

FSoftObjectPath::FSoftObjectPath ( const FObjectPtr InObject)
inline

◆ FSoftObjectPath() [16/16]

FSoftObjectPath::FSoftObjectPath ( const UObject InObject)
inline

Construct from an existing object in memory

Member Function Documentation

◆ AddPIEPackageName()

void FSoftObjectPath::AddPIEPackageName ( FName  NewPIEPackageName)
static

Adds list of packages names that have been created specifically for PIE, this is used for editor fixup

◆ AppendString() [1/3]

void FSoftObjectPath::AppendString ( FString &  Builder) const

Append string representation of reference, in form /package/path.assetname[:subpath]

◆ AppendString() [2/3]

void FSoftObjectPath::AppendString ( FStringBuilderBase Builder) const

◆ AppendString() [3/3]

void FSoftObjectPath::AppendString ( FUtf8StringBuilderBase Builder) const

◆ ClearPIEPackageNames()

void FSoftObjectPath::ClearPIEPackageNames ( )
static

Disables special PIE path handling, call when PIE finishes to clear list

◆ ConstructFromAssetPath()

FSoftObjectPath FSoftObjectPath::ConstructFromAssetPath ( FTopLevelAssetPath  InAssetPath)
static

◆ ConstructFromAssetPathAndSubpath() [1/2]

FSoftObjectPath FSoftObjectPath::ConstructFromAssetPathAndSubpath ( FTopLevelAssetPath  InAssetPath,
TStringOverload< FUtf8String InSubPathString 
)
static

◆ ConstructFromAssetPathAndSubpath() [2/2]

FSoftObjectPath FSoftObjectPath::ConstructFromAssetPathAndSubpath ( FTopLevelAssetPath  InAssetPath,
TStringOverload< FWideString InSubPathString 
)
static

◆ ConstructFromObject() [1/3]

FSoftObjectPath FSoftObjectPath::ConstructFromObject ( const FObjectPtr InObject)
static

◆ ConstructFromObject() [2/3]

template<typename T >
static FSoftObjectPath FSoftObjectPath::ConstructFromObject ( const TObjectPtr< T > &  InObject)
inlinestatic

◆ ConstructFromObject() [3/3]

FSoftObjectPath FSoftObjectPath::ConstructFromObject ( const UObject InObject)
static

◆ ConstructFromPackageAsset()

FSoftObjectPath FSoftObjectPath::ConstructFromPackageAsset ( FName  InPackageName,
FName  InAssetName 
)
static

◆ ConstructFromPackageAssetSubpath()

FSoftObjectPath FSoftObjectPath::ConstructFromPackageAssetSubpath ( FName  InPackageName,
FName  InAssetName,
const FString &  InSubPathString 
)
static

Static methods for more meaningful construction sites.

◆ ConstructFromStringPath() [1/3]

FSoftObjectPath FSoftObjectPath::ConstructFromStringPath ( FString &&  InPath)
static

◆ ConstructFromStringPath() [2/3]

FSoftObjectPath FSoftObjectPath::ConstructFromStringPath ( FStringView  InPath)
static

◆ ConstructFromStringPath() [3/3]

FSoftObjectPath FSoftObjectPath::ConstructFromStringPath ( FUtf8StringView  InPath)
static

◆ ExportTextItem()

bool FSoftObjectPath::ExportTextItem ( FString &  ValueStr,
FSoftObjectPath const &  DefaultValue,
UObject Parent,
int32  PortFlags,
UObject ExportRootScope 
) const

◆ FastLess()

bool FSoftObjectPath::FastLess ( const FSoftObjectPath Other) const
inline

Return true if this path appears before Other using fast index-based fname order

◆ FixupCoreRedirects()

bool FSoftObjectPath::FixupCoreRedirects ( )

Fixes soft object path for CoreRedirects to handle renamed native objects, returns true if it was modified

◆ FixupForPIE() [1/2]

bool FSoftObjectPath::FixupForPIE ( int32  PIEInstance,
TFunctionRef< void(int32, FSoftObjectPath &)>  InPreFixupForPIECustomFunction = FSoftObjectPath_DefaultPreFixupForPIEFunction 
)

Fixes up this SoftObjectPath to add the PIE prefix for the given PIEInstance index, returns true if it was modified

◆ FixupForPIE() [2/2]

bool FSoftObjectPath::FixupForPIE ( TFunctionRef< void(int32, FSoftObjectPath &)>  InPreFixupForPIECustomFunction = FSoftObjectPath_DefaultPreFixupForPIEFunction)

Fixes up this SoftObjectPath to add the PIE prefix depending on what is currently active, returns true if it was modified. The overload that takes an explicit PIE instance is preferred, if it's available.

◆ GetAssetFName()

FName FSoftObjectPath::GetAssetFName ( ) const
inline

Returns assetname string, leaving off the /package/path part and sub object

◆ GetAssetName()

FString FSoftObjectPath::GetAssetName ( ) const
inline

Returns assetname string, leaving off the /package/path part and sub object

◆ GetAssetPath()

FTopLevelAssetPath FSoftObjectPath::GetAssetPath ( ) const
inline

Returns the top-level asset part of this path, without the subobject path.

◆ GetAssetPathString()

FString FSoftObjectPath::GetAssetPathString ( ) const
inline

Returns string version of asset path, including both package and asset but not sub object

◆ GetLongPackageFName()

FName FSoftObjectPath::GetLongPackageFName ( ) const
inline

Returns /package/path, leaving off the asset name and sub object

◆ GetLongPackageName()

FString FSoftObjectPath::GetLongPackageName ( ) const
inline

Returns /package/path, leaving off the asset name and sub object

◆ GetOrCreateIDForObject() [1/3]

static UE_FORCEINLINE_HINT FSoftObjectPath FSoftObjectPath::GetOrCreateIDForObject ( const UObject Object)
inlinestatic

◆ GetOrCreateIDForObject() [2/3]

FSoftObjectPath FSoftObjectPath::GetOrCreateIDForObject ( FObjectPtr  Object)
static

◆ GetOrCreateIDForObject() [3/3]

template<typename T >
static UE_FORCEINLINE_HINT FSoftObjectPath FSoftObjectPath::GetOrCreateIDForObject ( TObjectPtr< T >  Object)
inlinestatic

◆ GetSubPathString()

UE_FORCEINLINE_HINT FString FSoftObjectPath::GetSubPathString ( ) const
inline

Returns the sub path, which is often empty

◆ GetSubPathUtf8String()

UE_FORCEINLINE_HINT const FUtf8String & FSoftObjectPath::GetSubPathUtf8String ( ) const
inline

◆ GetWithoutSubPath()

FSoftObjectPath FSoftObjectPath::GetWithoutSubPath ( ) const
inline

Returns this path without the SubPath component, restricting the result to a top level asset but keeping the type as FSoftObjectPath in contrast to GetAssetPath.

◆ ImportTextItem()

bool FSoftObjectPath::ImportTextItem ( const TCHAR *&  Buffer,
int32  PortFlags,
UObject Parent,
FOutputDevice ErrorText,
FArchive InSerializingArchive = nullptr 
)

◆ IsAsset()

UE_FORCEINLINE_HINT bool FSoftObjectPath::IsAsset ( ) const
inline

Check if this represents an asset, meaning it is not null but does not have a sub path

◆ IsNull()

UE_FORCEINLINE_HINT bool FSoftObjectPath::IsNull ( ) const
inline

Checks to see if this is initialized to null

◆ IsSubobject()

UE_FORCEINLINE_HINT bool FSoftObjectPath::IsSubobject ( ) const
inline

Check if this represents a sub object, meaning it has a sub path

◆ IsValid()

UE_FORCEINLINE_HINT bool FSoftObjectPath::IsValid ( ) const
inline

Check if this could possibly refer to a real object, or was initialized to null

◆ LexicalLess()

bool FSoftObjectPath::LexicalLess ( const FSoftObjectPath Other) const
inline

Return true if this path appears before Other in lexical order

◆ LoadAsync()

int32 FSoftObjectPath::LoadAsync ( FLoadSoftObjectPathAsyncDelegate  InCompletionDelegate,
FLoadAssetAsyncOptionalParams  InOptionalParams = FLoadAssetAsyncOptionalParams() 
) const

Attempts to asynchronously load the object referenced by this path. This will call LoadAssetAsync to load the top level asset and resolve the sub paths before calling the delegate. FStreamableManager can be used for more control over callback timing and garbage collection.

Parameters
InCompletionDelegateDelegate to be invoked when the async load finishes, this will execute on the game thread as soon as the load succeeds or fails
InOptionalParamsOptional parameters for async loading the asset
Returns
Unique ID associated with this load request (the same object or package can be associated with multiple IDs).

◆ operator!=()

bool FSoftObjectPath::operator!= ( FSoftObjectPath const &  Other) const
inline

◆ operator=() [1/9]

FSoftObjectPath & FSoftObjectPath::operator= ( const ANSICHAR Path)
inline

◆ operator=() [2/9]

FSoftObjectPath & FSoftObjectPath::operator= ( const FSoftObjectPath Path)
default

◆ operator=() [3/9]

FSoftObjectPath & FSoftObjectPath::operator= ( const FString &  Path)
inline

◆ operator=() [4/9]

FSoftObjectPath & FSoftObjectPath::operator= ( const FTopLevelAssetPath  Path)
inline

◆ operator=() [5/9]

FSoftObjectPath & FSoftObjectPath::operator= ( const WIDECHAR Path)
inline

◆ operator=() [6/9]

FSoftObjectPath & FSoftObjectPath::operator= ( FAnsiStringView  Path)
inline

◆ operator=() [7/9]

FSoftObjectPath & FSoftObjectPath::operator= ( FSoftObjectPath &&  Path)
default

◆ operator=() [8/9]

FSoftObjectPath & FSoftObjectPath::operator= ( FWideStringView  Path)
inline

◆ operator=() [9/9]

FSoftObjectPath & FSoftObjectPath::operator= ( TYPE_OF_NULLPTR  )
inline

◆ operator==()

bool FSoftObjectPath::operator== ( FSoftObjectPath const &  Other) const

◆ PostLoadPath()

void FSoftObjectPath::PostLoadPath ( FArchive InArchive) const

Handles when a path has been loaded, call if loading with a method that skips SerializePath. This does not modify path but might call callbacks

Parameters
InArchiveThe archive that loaded this path

◆ PreSavePath()

bool FSoftObjectPath::PreSavePath ( bool bReportSoftObjectPathRedirects = nullptr)

Fixes up path for saving, call if saving with a method that skips SerializePath. This can modify the path, it will return true if it was modified

◆ RemapPackage()

bool FSoftObjectPath::RemapPackage ( FName  OldPackageName,
FName  NewPackageName 
)

Remap the package to handle renames.

◆ Reset()

void FSoftObjectPath::Reset ( )
inline

Resets reference to point to null

◆ ResolveObject()

UObject * FSoftObjectPath::ResolveObject ( ) const

Attempts to find a currently loaded object that matches this path

Returns
Found UObject, or nullptr if not currently in memory

◆ Serialize() [1/2]

bool FSoftObjectPath::Serialize ( FArchive Ar)

Struct overrides

◆ Serialize() [2/2]

bool FSoftObjectPath::Serialize ( FStructuredArchive::FSlot  Slot)

◆ SerializeFromMismatchedTag()

bool FSoftObjectPath::SerializeFromMismatchedTag ( struct FPropertyTag const &  Tag,
FStructuredArchive::FSlot  Slot 
)

◆ SerializePath()

void FSoftObjectPath::SerializePath ( FArchive Ar)

Serializes the internal path and also handles save/PIE fixups. Call this from the archiver overrides

◆ SerializePathWithoutFixup()

void FSoftObjectPath::SerializePathWithoutFixup ( FArchive Ar)

Serializes the internal path without any save/PIE fixups. Only call this directly if you know what you are doing

◆ SetPath() [1/10]

void FSoftObjectPath::SetPath ( const ANSICHAR Path)
inline

◆ SetPath() [2/10]

void FSoftObjectPath::SetPath ( const FString &  Path)
inline

◆ SetPath() [3/10]

void FSoftObjectPath::SetPath ( const FTopLevelAssetPath InAssetPath)

Sets asset path of this reference based on a string path

◆ SetPath() [4/10]

void FSoftObjectPath::SetPath ( const FTopLevelAssetPath InAssetPath,
TStringOverload< FUtf8String InSubPathString 
)

◆ SetPath() [5/10]

void FSoftObjectPath::SetPath ( const FTopLevelAssetPath InAssetPath,
TStringOverload< FWideString InSubPathString 
)

◆ SetPath() [6/10]

void FSoftObjectPath::SetPath ( const UObject InObject)

◆ SetPath() [7/10]

void FSoftObjectPath::SetPath ( const WIDECHAR Path)
inline

◆ SetPath() [8/10]

void FSoftObjectPath::SetPath ( FAnsiStringView  Path)

◆ SetPath() [9/10]

void FSoftObjectPath::SetPath ( FUtf8StringView  Path)

◆ SetPath() [10/10]

void FSoftObjectPath::SetPath ( FWideStringView  Path)

◆ SetSubPathString() [1/2]

UE_FORCEINLINE_HINT void FSoftObjectPath::SetSubPathString ( TStringOverload< FUtf8String InSubPathString)
inline

◆ SetSubPathString() [2/2]

UE_FORCEINLINE_HINT void FSoftObjectPath::SetSubPathString ( TStringOverload< FWideString InSubPathString)
inline

◆ ToString() [1/3]

FString FSoftObjectPath::ToString ( ) const

Returns string representation of reference, in form /package/path.assetname[:subpath]

◆ ToString() [2/3]

void FSoftObjectPath::ToString ( FStringBuilderBase Builder) const

Append string representation of reference, in form /package/path.assetname[:subpath]

◆ ToString() [3/3]

void FSoftObjectPath::ToString ( FUtf8StringBuilderBase Builder) const

◆ TryLoad()

UObject * FSoftObjectPath::TryLoad ( FUObjectSerializeContext InLoadContext = nullptr) const

Attempts to load the asset, this will call LoadObject which can be very slow

Parameters
InLoadContextOptional load context when called from nested load callstack
Returns
Loaded UObject, or nullptr if the reference is null or the asset fails to load

Friends And Related Symbol Documentation

◆ GetTypeHash

uint32 GetTypeHash ( FSoftObjectPath const &  This)
friend

◆ SerializeForLog

COREUOBJECT_API friend void SerializeForLog ( FCbWriter Writer,
const FSoftObjectPath Value 
)
friend

◆ Z_Construct_UScriptStruct_FSoftObjectPath_Statics

friend struct Z_Construct_UScriptStruct_FSoftObjectPath_Statics
friend

The documentation for this struct was generated from the following files: