Files
UnrealEngine/Engine/Source/Runtime/UniversalObjectLocator/Public/SubObjectLocator.h
2025-05-18 13:04:45 +08:00

48 lines
1.3 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreTypes.h"
#include "UObject/SoftObjectPath.h"
#include "UniversalObjectLocatorFwd.h"
#include "SubObjectLocator.generated.h"
class UObject;
USTRUCT()
struct FSubObjectLocator
{
GENERATED_BODY()
UPROPERTY()
FString PathWithinContext;
UNIVERSALOBJECTLOCATOR_API static UE::UniversalObjectLocator::TFragmentTypeHandle<FSubObjectLocator> FragmentType;
friend uint32 GetTypeHash(const FSubObjectLocator& A)
{
return GetTypeHash(A.PathWithinContext);
}
friend bool operator==(const FSubObjectLocator& A, const FSubObjectLocator& B)
{
return A.PathWithinContext == B.PathWithinContext;
}
UE::UniversalObjectLocator::FResolveResult Resolve(const UE::UniversalObjectLocator::FResolveParams& Params) const;
UE::UniversalObjectLocator::FInitializeResult Initialize(const UE::UniversalObjectLocator::FInitializeParams& InParams);
void ToString(FStringBuilderBase& OutStringBuilder) const;
UE::UniversalObjectLocator::FParseStringResult TryParseString(FStringView InString, const UE::UniversalObjectLocator::FParseStringParams& Params);
static uint32 ComputePriority(const UObject* Object, const UObject* Context);
};
template<>
struct TStructOpsTypeTraits<FSubObjectLocator> : public TStructOpsTypeTraitsBase2<FSubObjectLocator>
{
enum
{
WithIdenticalViaEquality = true,
};
};