UObject

Windows
MacOS
Linux

Classes

Name

Description

Public struct

FAnimObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FAnimPhysObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FAutomationObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FBlueprintsObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FBuildObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FCineCameraObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FCoreObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FDestructionObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FDevVersionRegistration

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FEditorObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FEnterpriseObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FExternalPhysicsCustomObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FExternalPhysicsMaterialCustomObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FFortniteMainBranchObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FFrameworkObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FGeometryObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FLazyName

Lazily constructed FName that helps avoid allocating FNames during static initialization

Public struct

FLoadTimesObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FMinimalName

The minimum amount of data required to reconstruct a name This is smaller than FName, but you lose the case-preserving behavior

Public struct

FMobileObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public class

FName

Public name, available to the world.

Public struct

FNameDebugVisualizer

Public struct

FNameEntry

A global deduplicated name stored in the global name table.

Public struct

FNameEntryHeader

Implementation detail exposed for debug visualizers

Public struct

FNameEntryId

Opaque id to a deduplicated name

Public struct

FNameEntrySerialized

This struct is only used during loading/saving and is not part of the runtime costs

Public struct

FNameFastLess

Fast non-alphabetical order that is only stable during this process' lifetime

Public struct

FNameLexicalLess

Slow alphabetical order that is stable / deterministic over process runs

Public struct

FNetworkingObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FNiagaraObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FOnlineObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FPhysicsObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FPlatformObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FReflectionCaptureObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FReleaseObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FRenderingObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FScriptName

The full amount of data required to reconstruct a case-preserving name This will be the same size as FName when WITH_CASE_PRESERVING_NAME is 1, and is used to store an FName in cases where the size of FName must be constant between build configurations (eg, blueprint bytecode)

Public struct

FSequencerObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public struct

FVRObjectVersion

Copyright Epic Games, Inc. All Rights Reserved.

Public class

TAutoWeakObjectPtr

Automatic version of the weak object pointer

Public class

TMulticastScriptDelegate

Script multi-cast delegate base class

Public class

TScriptDelegate

Script delegate base class.

Public struct

TWeakObjectPtr

TWeakObjectPtr is the templated version of the generic FWeakObjectPtr

Public struct

TWeakObjectPtrMapKeyFuncs

MapKeyFuncs for TWeakObjectPtrs which allow the key to become stale without invalidating the map.

Constants

Name

Description

NAME_SIZE

Maximum size of name.

Typedefs

Name

Description

FNameSortIndexes

NAME_INDEX

Legacy typedef - this is no longer an index

Enums

Name

Description

Public enum

EDebugSerializationFlags

Debug serialization flags.

Public enum

EFindName

Enumeration for finding name.

Public enum

ELinkerNameTableConstructor

Public enum

EName

Public enum

ENameCase

Public enum

EPropertyPortFlags

Property exporting flags.

Public enum

EUnrealEngineObjectLicenseeUE4Version

Public enum

EUnrealEngineObjectUE4Version

Functions

Name Description

Public function

void

 

CopyFromWeakArray

(
    DestArrayType& Dest,
    const SourceArrayType& Src
)

Utility function to fill in a TArray from a TArray>

Public function

void

 

Freeze::IntrinsicWriteMemoryImage

(
    FMemoryImageWriter& Writer,
    const FName& Object,
    const FTypeLayoutDesc&
)

Public function

uint32

 

GetTypeHash

(
    FNameEntryId Id
)

Public function

uint32

 

GetTypeHash

(
    FName Name
)

Public function

void

 

LexFromString

(
    FName& Name,
    const TCHAR* Str
)

Public function

const TCHAR ...

 

LexToString

(
    EName Ename
)

Public function

FString

 

LexToString

(
    const FName& Name
)

Public function

void

 

LoadNameBatch

(
    TArray< FNameEntryId >& OutNames,
    TArrayView< const uint8 > NameData,
    TArrayView< const uint8 > HashData
)

Load a name blob with precalculated hashes.

Public function

TWeakObjectP...

 

MakeWeakObjectPtr

(
    T* Ptr
)

Helper function which deduces the type of the initializer.

Public function

FName

 

MinimalNameToName

(
    const FMinimalName& InName
)

Public function

FMinimalName

 

NameToMinimalName

(
    const FName& InName
)

Public function

FScriptName

 

NameToScriptName

(
    const FName& InName
)

Public function

bool

 

operator!=

(
    EName Ename,
    FNameEntryId Id
)

Public function

bool

 

operator!=

(
    FNameEntryId Id,
    EName Ename
)

Public function

bool

 

operator!=

(
    const CharType* LHS,
    const FName& RHS
)

Inequality operator with CharType* on left hand side and FName on right hand side

Public function

bool

 

operator!=

(
    const TWeakObjectPtr< LhsT, OtherTW...,
    const TWeakObjectPtr< RhsT, OtherTW...
)

Compare weak pointers for inequality

Public function

bool

 

operator!=

(
    const TWeakObjectPtr< LhsT, OtherTW...,
    const RhsT* Rhs
)

Public function

bool

 

operator!=

(
    const LhsT* Lhs,
    const TWeakObjectPtr< RhsT, OtherTW...
)

Public function

bool

 

operator!=

(
    const TWeakObjectPtr< LhsT, OtherTW...,
    TYPE_OF_NULLPTR
)

Public function

bool

 

operator!=

(
    TYPE_OF_NULLPTR,
    const TWeakObjectPtr< RhsT, OtherTW...
)

Public function

bool

 

operator==

(
    const TWeakObjectPtr< LhsT, OtherTW...,
    TYPE_OF_NULLPTR
)

Public function

bool

 

operator==

(
    const LhsT* Lhs,
    const TWeakObjectPtr< RhsT, OtherTW...
)

Public function

bool

 

operator==

(
    const TWeakObjectPtr< LhsT, OtherTW...,
    const RhsT* Rhs
)

Public function

bool

 

operator==

(
    TYPE_OF_NULLPTR,
    const TWeakObjectPtr< RhsT, OtherTW...
)

Public function

bool

 

operator==

(
    const TWeakObjectPtr< LhsT, OtherTW...,
    const TWeakObjectPtr< RhsT, OtherTW...
)

Compare weak pointers for equality.

Public function

bool

 

operator==

(
    FNameEntryId Id,
    EName Ename
)

Public function

bool

 

operator==

(
    EName Ename,
    FNameEntryId Id
)

Public function

bool

 

operator==

(
    const CharType* LHS,
    const FName& RHS
)

Equality operator with CharType* on left hand side and FName on right hand side

Public function

ByteProperty...

 

REGISTER_NAME

(
    257,
    Zlib
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    255,
    Control
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    253,
    ID
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    251,
    EditorSettings
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    249,
    Rotation
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    247,
    OtherChildren
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    245,
    GameThread
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    243,
    High
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    241,
    Team
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    239,
    Untitled
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    235,
    SlideVel
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    233,
    TextureScaleParameter
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    231,
    MeshEmitterVertexColor
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    227,
    MoveActor
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    221,
    Game
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    223,
    UI
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    225,
    DeviceID
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    259,
    LZ4
)

Online.

Public function

ByteProperty...

 

REGISTER_NAME

(
    237,
    MeshEmitterDynamicParameter
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    281,
    Stream
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    356,
    Error
)

File format backwards-compatibility.

Public function

ByteProperty...

 

REGISTER_NAME

(
    285,
    FlushNetDormancy
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    500,
    PerformanceCapture
)

Special config names - not required to be consistent for network replication.

Public function

ByteProperty...

 

REGISTER_NAME

(
    450,
    AI
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    409,
    InterpCurveTwoVectors
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    407,
    InterpCurveVector2D
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    405,
    RawDistributionVector
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    403,
    SoundCue
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    401,
    InitChild2StartBone
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    219,
    PackageMetaData
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    354,
    Cmd
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    352,
    Init
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    350,
    PerfWarning
)

Log messages.

Public function

ByteProperty...

 

REGISTER_NAME

(
    322,
    Spectating
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    312,
    VoiceChat
)

Optimized replication.

Public function

ByteProperty...

 

REGISTER_NAME

(
    303,
    LightMapResolution
)

  1. REGISTER_NAME(310,)

Public function

ByteProperty...

 

REGISTER_NAME

(
    301,
    Point
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    293,
    LiveStreamVoice
)

Texture settings.

Public function

ByteProperty...

 

REGISTER_NAME

(
    291,
    MeshPort
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    289,
    GamePort
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    287,
    GameSession
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    283,
    PendingNetDriver
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    217,
    PersistentLevel
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    69,
    Quat
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    213,
    Outer
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    34,
    EnumProperty
)

More class properties.

Public function

ByteProperty...

 

REGISTER_NAME

(
    32,
    Editor
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    30,
    Core
)

Special packages.

Public function

ByteProperty...

 

REGISTER_NAME

(
    28,
    MapProperty
)

REGISTER_NAME(27,Available)

Public function

ByteProperty...

 

REGISTER_NAME

(
    25,
    UInt32Property
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    23,
    Int8Property
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    21,
    Int32Property
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    19,
    SoftObjectProperty
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    16,
    MulticastDelegateProperty
)

REGISTER_NAME(17,Available)

Public function

ByteProperty...

 

REGISTER_NAME

(
    14,
    TextProperty
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    12,
    RotatorProperty
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    10,
    StructProperty
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    8,
    DoubleProperty
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    6,
    NameProperty
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    4,
    FloatProperty
)

Public function

ByteProperty

 

REGISTER_NAME

(
    2,
    IntProperty
)

Public function

 

REGISTER_NAME

(
    0,
    None
)

Special zero value, meaning no name.

Public function

ByteProperty...

 

REGISTER_NAME

(
    215,
    Role
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    53,
    Box
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    51,
    BoxSphereBounds
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    57,
    Vector4
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    211,
    Global
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    209,
    Interface
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    207,
    Package
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    205,
    Skip
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    203,
    Enum
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    201,
    TRUE
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    55,
    IntRect
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    105,
    Class
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    107,
    Function
)

Misc.

Public function

ByteProperty...

 

REGISTER_NAME

(
    101,
    Camera
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    71,
    Transform
)

Object class names.

Public function

ByteProperty...

 

REGISTER_NAME

(
    601,
    EditorKeyBindings
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    67,
    Pointer
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    65,
    LinearColor
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    63,
    Plane
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    61,
    SHVector
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    59,
    Vector
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    103,
    ObjectRedirector
)

Public function

ByteProperty...

 

REGISTER_NAME

(
    700,
    Filename
)

Commonly multicased names - defined globally to prevent non-determinism in package name tables.

Public function

void

 

ReserveNameBatch

(
    uint32 NameDataBytes,
    uint32 HashDataBytes
)

Reserve memory in preparation for batch loading

Public function

FName

 

ScriptNameToName

(
    const FScriptName& InName
)

Public function

bool

 

ShouldReplicateAsInteger

(
    EName Ename
)

Variables

Name Description

Public variable

const int32

 

GPackageFileLicenseeUE4Version

Public variable

const int32

 

GPackageFileUE4Version

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