#include <PersistentObjectPtr.h>
template<class
TObjectID>
struct TPersistentObjectPtr< TObjectID >
TPersistentObjectPtr is a template base class for FLazyObjectPtr and FSoftObjectPtr
◆ ElementType
◆ TPersistentObjectPtr() [1/2]
Default constructor, will be null
◆ TPersistentObjectPtr() [2/2]
Construct from a unique object identifier
◆ Get() [1/2]
Dereference the pointer, which may cause it to become valid again. Will not try to load pending outside of game thread
- Returns
- nullptr if this object is gone or the pointer was null, otherwise a valid UObject pointer
◆ Get() [2/2]
Dereference the lazy pointer, which may cause it to become valid again. Will not try to load pending outside of game thread
- Parameters
-
| bEvenIfPendingKill,if | this is true, pendingkill objects are considered valid |
- Returns
- nullptr if this object is gone or the lazy pointer was null, otherwise a valid UObject pointer
◆ GetUniqueID() [1/2]
Non-const version of the above
◆ GetUniqueID() [2/2]
Gets the unique object identifier associated with this lazy pointer. Valid even if pointer is not currently valid
- Returns
- Unique ID for this object, or an invalid FUniqueObjectGuid if this pointer isn't set to anything
◆ IsNull()
Test if this can never point to a live UObject
- Returns
- true if this is explicitly pointing to no object
◆ IsPending()
Test if this does not point to a live UObject, but may in the future
- Returns
- true if this does not point to a real object, but could possibly
◆ IsStale()
Slightly different than !IsValid(), returns true if this used to point to a UObject, but doesn't any more and has not been assigned or reset in the mean time.
- Returns
- true if this used to point at a real object but no longer does.
◆ IsValid()
Test if this points to a live UObject
- Returns
- true if Get() would return a valid non-null pointer
◆ operator!=() [1/2]
Compare pointers for inequality. Only Serial Number matters for the base implementation
◆ operator!=() [2/2]
◆ operator*()
◆ operator->()
◆ operator=() [1/5]
Copy from an existing weak pointer, reserve IDs if required
◆ operator=() [2/5]
Copy from a unique object identifier
◆ operator=() [3/5]
◆ operator=() [4/5]
Copy from an object pointer
◆ operator=() [5/5]
◆ operator==() [1/2]
Compare pointers for equality. Only Serial Number matters for the base implementation
◆ operator==() [2/2]
◆ Reset()
Reset the lazy pointer back to the null state
◆ ResetWeakPtr()
Resets the weak ptr only, call this when ObjectId may change
◆ GetTypeHash
◆ operator!=
◆ operator==
The documentation for this struct was generated from the following file: