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GetTypeHash will create a packaged object ref for hashing if the class is defined as lazy load otherwise raw pointer is hashed a map was added for moved objects and ObjectPathId can be a WeakObjectPtr the map allows UObjects to be mapped back to packed object refs #rb zousar.shaker https://p4-swarm.epicgames.net/reviews/23356491 #preflight 63b5de641c35d1cbdbccecf7 #preflight 63b70406e26e31879b8aa6d3 [CL 23589497 by joe pribele in ue5-main branch]
40 lines
795 B
C++
40 lines
795 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#if WITH_LOW_LEVEL_TESTS
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#include "UObject/Object.h"
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//simple test class for testing TObjectPtr resolve behavior
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class UObjectPtrTestClass : public UObject
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{
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DECLARE_CLASS_INTRINSIC(UObjectPtrTestClass, UObject, CLASS_MatchedSerializers, TEXT("/Script/CoreUObject"))
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public:
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};
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//derived test class
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class UObjectPtrDerrivedTestClass : public UObjectPtrTestClass
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{
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DECLARE_CLASS_INTRINSIC(UObjectPtrDerrivedTestClass, UObjectPtrTestClass, CLASS_MatchedSerializers, TEXT("/Script/CoreUObject"))
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public:
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};
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//non lazy test class
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class UObjectPtrNotLazyTestClass : public UObject
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{
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DECLARE_CLASS_INTRINSIC(UObjectPtrNotLazyTestClass, UObject, CLASS_MatchedSerializers, TEXT("/Script/CoreUObject"))
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public:
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};
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#endif |