unreal.ScriptTypedElementHandle

class unreal.ScriptTypedElementHandle

Bases: StructBase

Script exposure for the typed element handle struct type Act as a weak handle to simplify the scripting use of the typed element framework and making it safer to use by avoiding crash in case of a bad usage. This type is the standard way that an element is passed through to interfaces for a script (Blueprint or Python), and also the type that is stored in the script element lists. C++ code may choose to use TTypedElement instead, which is a combination of an element handle and its associated element interface.

Note: This type shouldn’t be used in the engine code as it come with a performance and memory overhead that we want to avoid when compare to the native handles (FTypedElementHandle).

C++ Source:

  • Module: TypedElementFramework

  • File: TypedElementHandle.h

__bool__() bool

Has this handle been initialized to a valid element?

__eq__(other: object) bool

Overloads:

  • ScriptTypedElementHandle Are these two handles equal?

__ne__(other: object) bool

Overloads:

  • ScriptTypedElementHandle Are these two handles not equal?

equal(rhs) bool

Are these two handles equal?

Parameters:

rhs (ScriptTypedElementHandle) –

Return type:

bool

is_set() bool

Has this handle been initialized to a valid element?

Return type:

bool

not_equal(rhs) bool

Are these two handles not equal?

Parameters:

rhs (ScriptTypedElementHandle) –

Return type:

bool

release() None

Release this handle and set it back to an empty state.