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

#include <UniversalObjectLocatorResolveParams.h>

Public Member Functions

 FResolveResult ()
 
 FResolveResult (FResolveResultData InValue)
 
 FResolveResult (TFuture< FResolveResultData > &&InFuture)
 
 FResolveResult (const FResolveResult &)=delete
 
void operator= (const FResolveResult &)=delete
 
 FResolveResult (FResolveResult &&)=default
 
FResolveResultoperator= (FResolveResult &&)=default
 
bool IsAsync () const
 
TFuture< FResolveResultDataReleaseFuture ()
 
bool NeedsWait () const
 
const FResolveResultDataSyncGetNoWait ()
 
FResolveResultData SyncGet () const
 
void AsyncGet (TUniqueFunction< void(const FResolveResultData &)> &&OnComplete)
 

Constructor & Destructor Documentation

◆ FResolveResult() [1/5]

UE::UniversalObjectLocator::FResolveResult::FResolveResult ( )
inline

◆ FResolveResult() [2/5]

UE::UniversalObjectLocator::FResolveResult::FResolveResult ( FResolveResultData  InValue)
inline

◆ FResolveResult() [3/5]

UE::UniversalObjectLocator::FResolveResult::FResolveResult ( TFuture< FResolveResultData > &&  InFuture)
inline

◆ FResolveResult() [4/5]

UE::UniversalObjectLocator::FResolveResult::FResolveResult ( const FResolveResult )
delete

◆ FResolveResult() [5/5]

UE::UniversalObjectLocator::FResolveResult::FResolveResult ( FResolveResult &&  )
default

Member Function Documentation

◆ AsyncGet()

void UE::UniversalObjectLocator::FResolveResult::AsyncGet ( TUniqueFunction< void(const FResolveResultData &)> &&  OnComplete)
inline

Retrieve this result asynchronously. WARNING: This can only be called once per instance.

◆ IsAsync()

bool UE::UniversalObjectLocator::FResolveResult::IsAsync ( ) const
inline

Check whether this result is asynchronous

◆ NeedsWait()

bool UE::UniversalObjectLocator::FResolveResult::NeedsWait ( ) const
inline

Check whether the result needs to be waited on.

Returns
true if the result hasn't been set yet: SyncGet will block, and SyncGetNoWait will return null. If false, SyncGet will always return immediately, and SyncGetNoWait will never return null.

◆ operator=() [1/2]

void UE::UniversalObjectLocator::FResolveResult::operator= ( const FResolveResult )
delete

◆ operator=() [2/2]

FResolveResult & UE::UniversalObjectLocator::FResolveResult::operator= ( FResolveResult &&  )
default

◆ ReleaseFuture()

TFuture< FResolveResultData > UE::UniversalObjectLocator::FResolveResult::ReleaseFuture ( )
inline

Release the future from this type if it is set. WARNING: This can only be called once per instance. Invalidates this class.

Returns
This result's future, or an empty one if the result has already been applied.

◆ SyncGet()

FResolveResultData UE::UniversalObjectLocator::FResolveResult::SyncGet ( ) const
inline

Retrieve the result, blocking this thread if necessary.

◆ SyncGetNoWait()

const FResolveResultData * UE::UniversalObjectLocator::FResolveResult::SyncGetNoWait ( )
inline

Retrieve the result if it is currently available without waiting. Returns null if it is still being processed.


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