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Header |
/Engine/Source/Runtime/CoreUObject/Public/UObject/UObjectBase.h |
Include |
#include "UObject/UObjectBase.h" |
class UObjectBase
Low level implementation of UObject, should not be used directly in game code
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UObjectBase() |
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UObjectBase ( |
Constructor used for bootstrapping Constructor used for bootstrapping |
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UObjectBase ( |
Constructor used by StaticAllocateObject Constructor used by StaticAllocateObject |
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~UObjectBase() |
Final destructor, removes the object from the object array, and indirectly, from any annotations |
Name | Description | ||
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AtomicallyClearFlags ( |
Atomically clears the specified flags. |
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AtomicallySetFlags ( |
Atomically adds the specified flags. |
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DeferredRegister |
Convert a boot-strap registered class into a real one, add to uobject array, etc |
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EmitBaseReferences ( |
Emit GC tokens for UObjectBase, this might be UObject::StaticClass or Default__Class |
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UClass * |
GetClass() |
Returns the UClass that defines the fields of this object |
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GetFlags() |
Retrieve the object flags directly |
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GetFName() |
Returns the logical name of this object |
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UObject *... |
GetOuter() |
Returns the UObject this object resides in |
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GetUniqueID() |
Returns the unique ID of the object...these are reused so it is only unique while the object is alive. |
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IsValidLowLevel() |
Checks to see if the object appears to be valid |
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IsValidLowLevelFast ( |
Faster version of IsValidLowLevel. |
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LowLevelRename |
Just change the FName and Outer and rehash into name hash tables. |
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Register |
Enqueue the registration for this object. |
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RegisterDependencies() |
Force any base classes to be registered first |
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SetFlagsTo ( |
Set the object flags directly |