/// <summary> /// Attempts to find a currently loaded object that matches this object ID /// </summary> /// <returns>Found UObject, or NULL if not currently loaded</returns> public UObject ResolveObject() { using (FSoftObjectPathUnsafe objectPathUnsafe = new FSoftObjectPathUnsafe(AssetPathName, SubPathString)) { return(objectPathUnsafe.ResolveObject()); } }
/// <summary> /// Attempts to load the asset. /// </summary> /// <returns>Loaded UObject, or null if the asset fails to load, or if the reference is not valid.</returns> public UObject TryLoad() { using (FSoftObjectPathUnsafe objectPathUnsafe = new FSoftObjectPathUnsafe(AssetPathName, SubPathString)) { return(objectPathUnsafe.TryLoad()); } }
public void Reset() { using (FSoftObjectPathUnsafe objectPathUnsafe = new FSoftObjectPathUnsafe(AssetPathName, SubPathString)) { objectPathUnsafe.Reset(); AssetPathName = objectPathUnsafe.AssetPathName; SubPathString = objectPathUnsafe.SubPathString; } }
/// <summary> /// Sets asset path of this reference. /// </summary> /// <param name="path">The path to the asset.</param> public void SetPath(string path) { using (FSoftObjectPathUnsafe objectPathUnsafe = new FSoftObjectPathUnsafe(AssetPathName, SubPathString)) { objectPathUnsafe.SetPath(path); AssetPathName = objectPathUnsafe.AssetPathName; SubPathString = objectPathUnsafe.SubPathString; } }
public FSoftClassPath(FSoftObjectPathUnsafe softObjectPath) { ObjectPath = new FSoftObjectPath(softObjectPath); }
public FSoftObjectPath(FSoftObjectPathUnsafe softObjectPath) { AssetPathName = softObjectPath.AssetPathName; SubPathString = softObjectPath.SubPathString; }
public FSoftObjectPtrUnsafe(FSoftObjectPathUnsafe assetRefUnsafe) : this(assetRefUnsafe.ToSafe()) { }