EStructFlags

Windows
MacOS
Linux

References

Module

CoreUObject

Header

/Engine/Source/Runtime/CoreUObject/Public/UObject/Class.h

Include

#include "UObject/Class.h"

Syntax

enum EStructFlags
{
    STRUCT_NoFlags                       = 0x00000000,
    STRUCT_Native                        = 0x00000001,
    STRUCT_IdenticalNative               = 0x00000002,
    STRUCT_HasInstancedReference         = 0x00000004,
    STRUCT_NoExport                      = 0x00000008,
    STRUCT_Atomic                        = 0x00000010,
    STRUCT_Immutable                     = 0x00000020,
    STRUCT_AddStructReferencedObjects    = 0x00000040,
    STRUCT_RequiredAPI                   = 0x00000200,
    STRUCT_NetSerializeNative            = 0x00000400,
    STRUCT_SerializeNative               = 0x00000800,
    STRUCT_CopyNative                    = 0x00001000,
    STRUCT_IsPlainOldData                = 0x00002000,
    STRUCT_NoDestructor                  = 0x00004000,
    STRUCT_ZeroConstructor               = 0x00008000,
    STRUCT_ExportTextItemNative          = 0x00010000,
    STRUCT_ImportTextItemNative          = 0x00020000,
    STRUCT_PostSerializeNative           = 0x00040000,
    STRUCT_SerializeFromMismatchedTag    = 0x00080000,
    STRUCT_NetDeltaSerializeNative       = 0x00100000,
    STRUCT_PostScriptConstruct           = 0x00200000,
    STRUCT_NetSharedSerialization        = 0x00400000,
    STRUCT_Inherit                       = STRUCT_HasInstancedReference|STRUCT_Atomic,
    STRUCT_ComputedFlags                 = STRUCT_NetDeltaSerializeNative | STRUCT_NetSerializeNative | STRUCT_SerializeNative | STRUCT_PostSerializeNative | STRUCT_CopyNative | STRUCT_IsPlainOldData | STRUCT_NoDestructor | STRUCT_ZeroConstructor | STRUCT_IdenticalNative | STRUCT_AddStructReferencedObjects | STRUCT_ExportTextItemNative | STRUCT_ImportTextItemNative | STRUCT_SerializeFromMismatchedTag | STRUCT_PostScriptConstruct | STRUCT_NetSharedSerialization,
}

Values

Name

Description

STRUCT_NoFlags

State flags.

STRUCT_Native

STRUCT_IdenticalNative

If set, this struct will be compared using native code

STRUCT_HasInstancedReference

STRUCT_NoExport

STRUCT_Atomic

Indicates that this struct should always be serialized as a single unit

STRUCT_Immutable

Indicates that this struct uses binary serialization; it is unsafe to add/remove members from this struct without incrementing the package version

STRUCT_AddStructReferencedObjects

If set, native code needs to be run to find referenced objects

STRUCT_RequiredAPI

Indicates that this struct should be exportable/importable at the DLL layer.

STRUCT_NetSerializeNative

If set, this struct will be serialized using the CPP net serializer

STRUCT_SerializeNative

If set, this struct will be serialized using the CPP serializer

STRUCT_CopyNative

If set, this struct will be copied using the CPP operator=

STRUCT_IsPlainOldData

If set, this struct will be copied using memcpy

STRUCT_NoDestructor

If set, this struct has no destructor and non will be called.

STRUCT_ZeroConstructor

If set, this struct will not be constructed because it is assumed that memory is zero before construction.

STRUCT_ExportTextItemNative

If set, native code will be used to export text

STRUCT_ImportTextItemNative

If set, native code will be used to export text

STRUCT_PostSerializeNative

If set, this struct will have PostSerialize called on it after CPP serializer or tagged property serialization is complete

STRUCT_SerializeFromMismatchedTag

If set, this struct will have SerializeFromMismatchedTag called on it if a mismatched tag is encountered.

STRUCT_NetDeltaSerializeNative

If set, this struct will be serialized using the CPP net delta serializer

STRUCT_PostScriptConstruct

If set, this struct will be have PostScriptConstruct called on it after a temporary object is constructed in a running blueprint

STRUCT_NetSharedSerialization

If set, this struct can share net serialization state across connections

STRUCT_Inherit

Struct flags that are automatically inherited

STRUCT_ComputedFlags

Flags that are always computed, never loaded or done with code generation

Select Skin
Light
Dark

Welcome to the new Unreal Engine 4 Documentation site!

We're working on lots of new features including a feedback system so you can tell us how we are doing. It's not quite ready for use in the wild yet, so head over to the Documentation Feedback forum to tell us about this page or call out any issues you are encountering in the meantime.

We'll be sure to let you know when the new system is up and running.

Post Feedback