FStructOnScope

Windows
MacOS
Linux

Inheritance Hierarchy

References

Module

CoreUObject

Header

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

Include

#include "UObject/StructOnScope.h"

Syntax

class FStructOnScope

Variables

Name Description

Protected variable

bool

 

OwnsMemory

Whether the struct memory is owned by this instance.

Protected variable

TWeakObjectPtr<...

 

Package

Protected variable

uint8 *

 

SampleStructMemory

Protected variable

TWeakObjectPtr<...

 

ScriptStruct

Constructors

Name Description

Public function

FStructOnScope()

Public function

FStructOnScope

(
    const UStruct* InScriptStruct
)

Public function

FStructOnScope

(
    FStructOnScope&& InOther
)

Public function

FStructOnScope

(
    const FStructOnScope&
)

Public function

FStructOnScope

(
    const UStruct* InScriptStruct,
    uint8* InData
)

Destructors

Name Description

Public function Virtual

~FStructOnScope()

Functions

Name Description

Public function Virtual

void

 

Destroy()

Public function Virtual Const

UPackage ...

 

GetPackage()

Public function Virtual Const

const UStruc...

 

GetStruct()

Public function Virtual

uint8 *

 

GetStructMemory()

Public function Virtual Const

const uint8 ...

 

GetStructMemory()

Protected function Virtual

void

 

Initialize()

Public function

void

 

Initialize

(
    TWeakObjectPtr< const UStruct > InS...
)

Re-initializes the scope with a specified UStruct

Public function Virtual Const

bool

 

IsValid()

Public function Virtual Const

bool

 

OwnsStructMemory()

Public function Virtual

void

 

Reset()

Public function Virtual

void

 

SetPackage

(
    UPackage* InPackage
)

Operators

Name Description

Public function

FStructOnSco...

 

operator=

(
    FStructOnScope&& InOther
)

Public function

FStructOnSco...

 

operator=

(
    const FStructOnScope&
)

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