SoftClassPathPropertyData
Namespace: UAssetAPI.PropertyTypes.Structs
A struct that contains a string reference to a class. Can be used to make soft references to classes.
public class SoftClassPathPropertyData : SoftObjectPathPropertyData, System.ICloneable
Inheritance Object → PropertyData → PropertyData<FSoftObjectPath> → SoftObjectPathPropertyData → SoftClassPathPropertyData
Implements ICloneable
Fields
Path
Used in older versions of the Unreal Engine.
public FString Path;
Name
The name of this property.
public FName Name;
Ancestry
The ancestry of this property. Contains information about all the classes/structs that this property is contained within. Not serialized.
public AncestryInfo Ancestry;
ArrayIndex
The array index of this property. Used to distinguish properties with the same name in the same struct.
public int ArrayIndex;
PropertyGuid
An optional property GUID. Nearly always null.
public Nullable<Guid> PropertyGuid;
IsZero
Whether or not this property is "zero," meaning that its body can be skipped during unversioned property serialization because it consists solely of null bytes.
This field will always be treated as if it is false if PropertyData.CanBeZero(UnrealPackage) does not return true.
public bool IsZero;
PropertyTagFlags
public EPropertyTagFlags PropertyTagFlags;
PropertyTagExtensions
Optional extensions to serialize with this property.
public EPropertyTagExtension PropertyTagExtensions;
OverrideOperation
public EOverriddenPropertyOperation OverrideOperation;
bExperimentalOverridableLogic
public bool bExperimentalOverridableLogic;
Offset
The offset of this property on disk. This is for the user only, and has no bearing in the API itself.
public long Offset;
Tag
An optional tag which can be set on any property in memory. This is for the user only, and has no bearing in the API itself.
public object Tag;
Properties
HasCustomStructSerialization
public bool HasCustomStructSerialization { get; }
Property Value
PropertyType
public FString PropertyType { get; }
Property Value
Value
The "main value" of this property, if such a concept is applicable to the property in question. Properties may contain other values as well, in which case they will be present as other fields in the child class.
public FSoftObjectPath Value { get; set; }
Property Value
RawValue
public object RawValue { get; set; }
Property Value
ShouldBeRegistered
Determines whether or not this particular property should be registered in the property registry and automatically used when parsing assets.
public bool ShouldBeRegistered { get; }
Property Value
DefaultValue
The default value of this property, used as a fallback when no value is defined. Null by default.
public object DefaultValue { get; }
Property Value
Constructors
SoftClassPathPropertyData(FName)
public SoftClassPathPropertyData(FName name)
Parameters
name
FName
SoftClassPathPropertyData()
public SoftClassPathPropertyData()