unreal.UniversalObjectLocatorFragment
¶
- class unreal.UniversalObjectLocatorFragment¶
Bases:
StructBase
- Universal Object Locator (UOL) Fragments provide an extensible mechanism for referencing permanent, transient
or dynamically created objects relative to an external context. UOLs comprise zero or more nested fragments.
- Creation and resolution of a fragment requires a context to be provided;
normally this will be the object on which the UOL exists as a property.
- The way in which the object is referenced is defined by globally registered ‘FragmentTypes’
(See IUniversalObjectLocatorModule::RegisterFragmentType). Each FragmentType can be thought of as somewhat equivalent to a www URI fragment type, though the ‘path’ is not necessarily just a string, but includes support for the full set of Engine Property types.
The type is implemented as a type-erased payload block, a fragment type handle and some internal flags. Payloads will be allocated using the inline memory if alignment and size constraints allow, but
will fall back to a heap allocation if necessary. Allocation should be avoided by keeping payload types small.
Aligned to 8 bytes, 32 (runtime) or 64 (editor) bytes big.
C++ Source:
Module: UniversalObjectLocator
File: UniversalObjectLocatorFragment.h