StaticConstructObject
The StaticConstructObject
function attempts to construct a UE4 object of some type.
This function mimics the function StaticConstructObject_Internal.
Parameters (overload #1)
# | Type | Information |
---|---|---|
1 | UClass | The class of the object to construct |
2 | UObject | The outer to construct the object inside |
3 | FName | Optional |
4 | integer | Optional, 64 bit integer |
5 | integer | Optional, 64 bit integer |
6 | bool | Optional |
7 | bool | Optional |
8 | UObject | Optional |
9 | integer | Optional, 64 bit integer |
10 | integer | Optional, 64 bit integer |
11 | integer | Optional, 64 bit integer |
Parameters (overload #2)
# | Type | Information |
---|---|---|
1 | UClass | The class of the object to construct |
2 | UObject | The outer to construct the object inside |
3 | integer | Optional, 64 bit integer representation (ComparisonIndex & Number) of an FName |
4 | integer | Optional, 64 bit integer |
5 | integer | Optional, 64 bit integer |
6 | bool | Optional |
7 | bool | Optional |
8 | UObject | Optional |
9 | integer | Optional, 64 bit integer |
10 | integer | Optional, 64 bit integer |
11 | integer | Optional, 64 bit integer |
Return Value
# | Type | Information |
---|---|---|
1 | UObject | Object is only valid if an object was successfully constructed |
Example
This example constructs a UConsole
object.
local Engine = FindFirstOf("Engine")
local ConsoleClass = Engine.ConsoleClass
local GameViewport = Engine.GameViewport
if not ConsoleClass:IsValid() or not GameViewport:IsValid() then
print("Was unable to construct UConsole because the console class didn't exist\n")
else
local CreatedConsole = StaticConstructObject(ConsoleClass, GameViewport, 0, 0, 0, nil, false, false, nil)
if CreatedConsole:IsValid() then
print(string.format("CreatedConsole: %s\n", CreatedConsole:GetFullName()))
else
print("Was unable to construct UConsole\n")
end
end