Module |
|
Header |
/Engine/Source/Editor/UnrealEd/Classes/Editor/Transactor.h |
Include |
#include "Editor/Transactor.h" |
class FObjectRecord
Record of an object.
Name | Description | ||
---|---|---|---|
|
FScriptArray &#... |
Array |
Array: If an array object, reference to script array |
|
bFinalized |
True if object has been finalized and generated diff data |
|
|
bRestored |
True if object has already been restored from data. False otherwise. |
|
|
bSnapshot |
True if object has been snapshot before |
|
|
bWantsBinarySerialization |
True if record should serialize data as binary blob (more compact). |
|
|
Count |
Array: How many items to record |
|
|
TUniquePtr< FCh... |
CustomChange |
Custom change to apply to this object to undo this record. |
|
DefaultConstructor |
Array: DefaultConstructor for each item in the array |
|
|
DeltaChange |
Delta change information between the state of the object when the transaction started, and the state of the object when the transaction ended |
|
|
Destructor |
Array: Destructor for each item in the array |
|
|
ElementSize |
Array: Size of each item in the array |
|
|
Index |
Array: Offset into the array |
|
|
Object |
Variables. |
|
|
Oper |
||
|
SerializedObject |
The serialized object data |
|
|
SerializedObjectFlip |
The serialized object data that will be used when the transaction is flipped |
|
|
SerializedObjectSnapshot |
The serialized object data when it was last snapshot (if bSnapshot is true) |
|
|
Serializer |
Array: Serializer to use for each item in the array |
Name | Description | |
---|---|---|
|
FObjectRecord() |
Constructors. |
|
FObjectRecord ( |
Name | Description | ||
---|---|---|---|
|
AddReferencedObjects ( |
Used by GC to collect referenced objects. |
|
|
ContainsPieObject() |
||
|
Diff ( |
||
|
Finalize ( |
||
|
HasChanges() |
||
|
HasExpired() |
||
|
Load ( |
||
|
Restore ( |
||
|
Save ( |
||
|
SerializeContents |
Functions. |
|
|
SerializeObject ( |
||
|
Snapshot ( |
Name |
Description |
|
---|---|---|
|
FPersistentObjectRef |
This type is necessary because the blueprint system is destroying and creating CDOs at edit time (usually on compile, but also on load), but also stores user entered data in the CDO. |
|
FReader |
Transfers data from an array. |
|
FSerializedObject |
|
|
FSerializedProperty |
|
|
FWriter |
Transfers data to an array. |