FPropertyChangedEvent

Structure for passing pre and post edit change events

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MacOS
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Inheritance Hierarchy

FPropertyChangedEvent

FPropertyChangedChainEvent

References

Module

CoreUObject

Header

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

Include

#include "UObject/UnrealType.h"

Syntax

struct FPropertyChangedEvent

Remarks

Structure for passing pre and post edit change events

Variables

Name Description

Public variable

EPropertyChange...

 

ChangeType

The kind of change event that occurred.

Public variable

UProperty *

 

MemberProperty

The member property of the object that PostEditChange is being called on.

Public variable

int32

 

ObjectIteratorIndex

Used by the param system to say which object is receiving the event in the case of multi-select.

Public variable

UProperty *

 

Property

The actual property that changed

Constructors

Name Description

Public function

FPropertyChangedEvent

(
    UProperty* InProperty
)

Default constructor

Public function

FPropertyChangedEvent

(
    UProperty* InProperty,
    EPropertyChangeType::Type InChangeT...,
    const TArray< const UObject* >...
)

Functions

Name Description

Public function

int32

 

GetArrayIndex

(
    const FString& InName
)

Gets the Array Index of the "current object" based on a particular name InName - Name of the property to find the array index for

Public function Const

int32

 

GetNumObjectsBeingEdited()

Public function Const

const UObjec...

 

GetObjectBeingEdited

(
    int32 Index
)

Gets an object being edited by this change event. Multiple objects could be edited at once

Public function Const

FName

 

GetPropertyName()

Simple utility to get the name of the property and takes care of the possible null property.

Public function Const

bool

 

HasArchetypeInstanceChanged

(
    UObject* InInstance
)

Gets the instance changed status of the "current object" based on the instance provided InInstance - The instance we want to know the status.

Public function

void

 

SetActiveMemberProperty

(
    UProperty* InActiveMemberPrope...
)

Public function

void

 

SetArrayIndexPerObject

(
    const TArray< TMap< FString, int32 ...
)

Saves off map of array indices per object being set.

Public function

void

 

SetInstancesChangedResultPerArchetype

(
    const TArray< TMap< UObject*, ...
)

Saves off map of instance changed result per archetype being set.

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