#include <UniversalObjectLocatorResolveParams.h>
◆ FResolveResult() [1/5]
| UE::UniversalObjectLocator::FResolveResult::FResolveResult |
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inline |
◆ FResolveResult() [2/5]
◆ FResolveResult() [3/5]
◆ FResolveResult() [4/5]
| UE::UniversalObjectLocator::FResolveResult::FResolveResult |
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const FResolveResult & |
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delete |
◆ FResolveResult() [5/5]
| UE::UniversalObjectLocator::FResolveResult::FResolveResult |
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FResolveResult && |
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default |
◆ AsyncGet()
Retrieve this result asynchronously. WARNING: This can only be called once per instance.
◆ IsAsync()
| bool UE::UniversalObjectLocator::FResolveResult::IsAsync |
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const |
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Check whether this result is asynchronous
◆ NeedsWait()
| bool UE::UniversalObjectLocator::FResolveResult::NeedsWait |
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const |
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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]
◆ operator=() [2/2]
◆ ReleaseFuture()
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()
Retrieve the result, blocking this thread if necessary.
◆ SyncGetNoWait()
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: