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Header |
/Engine/Source/Runtime/CoreUObject/Public/UObject/TopLevelAssetPath.h |
Include |
#include "UObject/TopLevelAssetPath.h" |
struct FTopLevelAssetPath
A struct that can reference a top level asset such as '/Path/To/Package.AssetName' Stores two FNames internally to avoid a) storing a concatenated FName that bloats global FName storage b) storing an empty FString for a subobject path as FSoftObjectPath allows Can also be used to reference the package itself in which case the second name is NAME_None and the object resolves to the string `/Path/To/Package_ This struct is mirrored and exposed to the UE reflection system in NoExportTypes.h
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FTopLevelAssetPath() |
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FTopLevelAssetPath ( |
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FTopLevelAssetPath ( |
FNames containing full asset paths have been replaced by FTopLevelAssetPath/FSoftLevelObjectPath. |
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FTopLevelAssetPath ( |
Construct from string / string view / raw string of a supported character type. |
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FTopLevelAssetPath ( |
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FTopLevelAssetPath ( |
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FTopLevelAssetPath ( |
Construct from an existing object. |
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FTopLevelAssetPath |
Construct directly from components |
Name | Description | ||
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void |
AppendString ( |
Append the full asset path (e.g. '/Path/To/Package.AssetName') to the string. |
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void |
AppendString ( |
Append the full asset path (e.g. '/Path/To/Package.AssetName') to the string builder. |
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int32 |
Compare ( |
Lexically compares two paths. |
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int32 |
CompareFast ( |
Compares two paths in a fast non-lexical order that is only valid for process lifetime. |
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bool |
ExportTextItem ( |
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GetAssetName() |
Return the asset name part e.g. AssetName as an FName. |
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GetPackageName() |
Return the package name part e.g. /Path/To/Package as an FName. |
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bool |
ImportTextItem ( |
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bool |
IsNull() |
Checks to see if this is initialized to null |
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bool |
IsValid() |
Check if this could possibly refer to a real object |
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void |
Reset() |
Resets reference to point to null |
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bool |
SerializeFromMismatchedTag ( |
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ToString() |
Return the full asset path (e.g. '/Path/To/Package.AssetName') as a string. |
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void |
ToString ( |
Copy the full asset path (e.g. '/Path/To/Package.AssetName') into the provided string. |
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bool |
TrySetPath ( |
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bool |
TrySetPath ( |
Sets asset path to path of existing object. |
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bool |
TrySetPath ( |
Sets asset path of this reference based on a string path. |
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bool |
TrySetPath ( |
Sets asset path of this reference based on components. |
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bool |
TrySetPath ( |
Sets asset path of this reference based on components. |
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bool |
TrySetPath ( |
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bool |
TrySetPath |
Sets asset path of this reference based on components. |
Name | Description | ||
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bool |
operator!= ( |
Compares two paths for non-case-sensitive inequality. |
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FTopLevelAss... |
operator= ( |
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FTopLevelAss... |
operator= ( |
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FTopLevelAss... |
operator= ( |
Assign from the same types we can construct from |
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FTopLevelAss... |
operator= ( |
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bool |
operator== ( |
Compares two paths for non-case-sensitive equality. |
Name | Description | ||
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This functio... |
FTopLevelAssetPath ( |
FNames containing full asset paths have been replaced by FTopLevelAssetPath/FSoftLevelObjectPath. |
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This functio... |
ToFName() |
FNames containing full asset paths have been replaced by FTopLevelAssetPath/FSoftLevelObjectPath. |