ULayersSubsystem

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Inheritance Hierarchy

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Layers/LayersSubsystem.h

Include

#include "Layers/LayersSubsystem.h"

Syntax

class ULayersSubsystem : public UEditorSubsystem

Destructors

Name Description

Public function Virtual

~ULayersSubsystem()

Destructor

Functions

Name Description

Public function

bool

 

AddActorsToLayer

(
    const TArray< AActor* >& Acto...,
    const FName& LayerName
)

Add the actors to the named layer

Public function Virtual

bool

 

AddActorsToLayer

(
    const TArray< TWeakObjectPtr< AActo...,
    const FName& LayerName
)

Add the actors to the named layer

Public function

bool

 

AddActorsToLayers

(
    const TArray< AActor* >& Acto...,
    const TArray< FName >& LayerNames
)

Add the actors to the named layers

Public function Virtual

bool

 

AddActorsToLayers

(
    const TArray< TWeakObjectPtr< AActo...,
    const TArray< FName >& LayerNames
)

Add the actors to the named layers

Public function Virtual

bool

 

AddActorToLayer

(
    AActor* Actor,
    const FName& LayerName
)

Adds the actor to the named layer.

Public function Virtual

bool

 

AddActorToLayers

(
    AActor* Actor,
    const TArray< FName >& LayerNames
)

Adds the provided actor to the named layers.

Public function Virtual Const

void

 

AddAllLayerNamesTo

(
    TArray< FName >& OutLayerNames
)

Gets all known layers and appends their names to the provide array

Public function Virtual Const

void

 

AddAllLayersTo

(
    TArray< TWeakObjectPtr< ULayer > > ...
)

Gets all known layers and appends them to the provided array

Public function Virtual Const

void

 

AddAllLayersTo

(
    TArray< ULayer* >& OutLayers
)

Gets all known layers and appends them to the provided array

Public function Virtual

void

 

AddLevelLayerInformation

(
    ULevel* Level
)

Aggregates any information regarding layers associated with the level and it contents

Public function Virtual

bool

 

AddSelectedActorsToLayer

(
    const FName& LayerName
)

Adds selected actors to the named layer.

Public function Virtual

bool

 

AddSelectedActorsToLayers

(
    const TArray< FName >& LayerNames
)

Adds selected actors to the named layers.

Public function Const

void

 

AppendActorsFromLayer

(
    const FName& LayerName,
    TArray< AActor* >& InOutActor...,
    const TSharedPtr< ActorFilter >& F...
)

Appends all the actors associated with the specified layer.

Public function Virtual Const

void

 

AppendActorsFromLayer

(
    const FName& LayerName,
    TArray< TWeakObjectPtr< AActor > > ...,
    const TSharedPtr< ActorFilter >& F...
)

Appends all the actors associated with the specified layer.

Public function Const

void

 

AppendActorsFromLayer

(
    const FName& LayerName,
    TArray< AActor* >& InOutActor...
)

Appends all the actors associated with the specified layer.

Public function Virtual Const

void

 

AppendActorsFromLayers

(
    const TArray< FName >& LayerNames,
    TArray< TWeakObjectPtr< AActor > > ...,
    const TSharedPtr< ActorFilter >& F...
)

Appends all the actors associated with ANY of the specified layers.

Public function Const

void

 

AppendActorsFromLayers

(
    const TArray< FName >& LayerNames,
    TArray< AActor* >& InOutActor...
)

Appends all the actors associated with ANY of the specified layers.

Public function Const

void

 

AppendActorsFromLayers

(
    const TArray< FName >& LayerNames,
    TArray< AActor* >& InOutActor...,
    const TSharedPtr< ActorFilter >& F...
)

Appends all the actors associated with ANY of the specified layers.

Public function

ULayer *

 

CreateLayer

(
    const FName& LayerName
)

Creates a ULayer Object for the named layer

Public function Virtual

void

 

DeleteLayer

(
    const FName& LayerToDelete
)

Deletes the provided layer, disassociating all actors from them

Public function Virtual

void

 

DeleteLayers

(
    const TArray< FName >& LayersToDel...
)

Deletes all of the provided layers, disassociating all actors from them

Public function Virtual

bool

 

DisassociateActorFromLayers

(
    AActor* Actor
)

Disassociates an Actor's layers from the layer system, general used before deleting the Actor

Public function

void

 

EditorMapChange()

Delegate handler for FEditorDelegates::MapChange. It internally calls LayersChanged.Broadcast.

Public function

void

 

EditorRefreshLayerBrowser()

Delegate handler for FEditorDelegates::RefreshLayerBrowser.

Public function Const

TArray< AAct...

 

GetActorsFromLayer

(
    const FName& LayerName,
    const TSharedPtr< ActorFilter >& F...
)

Gets all the actors associated with the specified layer.

Public function Const

TArray< AAct...

 

GetActorsFromLayer

(
    const FName& LayerName
)

Gets all the actors associated with the specified layer.

Public function Const

TArray< AAct...

 

GetActorsFromLayers

(
    const TArray< FName >& LayerNames
)

Gets all the actors associated with ANY of the specified layers.

Public function Const

TArray< AAct...

 

GetActorsFromLayers

(
    const TArray< FName >& LayerNames,
    const TSharedPtr< ActorFilter >& F...
)

Gets all the actors associated with ANY of the specified layers.

Public function Const

ULayer *

 

GetLayer

(
    const FName& LayerName
)

Gets the ULayer Object of the named layer

Public function Const

TArray< AAct...

 

GetSelectedActors()

Find and return the selected actors.

Public function Const

UWorld *

 

GetWorld()

Get the current UWorld object.

Public function Virtual

bool

 

InitializeNewActorLayers

(
    AActor* Actor
)

Synchronizes an newly created Actor's layers with the layer system

Public function Virtual

bool

 

IsActorValidForLayer

(
    AActor* Actor
)

Checks to see if the specified actor is in an appropriate state to interact with layers

Public function

bool

 

IsLayer

(
    const FName& LayerName
)

Checks whether the ULayer Object of the provided layer name exists.

Public function Virtual

void

 

MakeAllLayersVisible()

Set the visibility of all layers to true

Public function Virtual

FOnLayersCha...

 

OnLayersChanged()

Public function Virtual

bool

 

RemoveActorFromLayer

(
    AActor* Actor,
    const FName& LayerToRemove,
    const bool bUpdateStats
)

Removes an actor from the specified layer.

Public function Virtual

bool

 

RemoveActorFromLayers

(
    AActor* Actor,
    const TArray< FName >& LayerNames,
    const bool bUpdateStats
)

Removes the provided actor from the named layers.

Public function

bool

 

RemoveActorsFromLayer

(
    const TArray< AActor* >& Acto...,
    const FName& LayerName,
    const bool bUpdateStats
)

Removes the actors from the specified layer.

Public function Virtual

bool

 

RemoveActorsFromLayer

(
    const TArray< TWeakObjectPtr< AActo...,
    const FName& LayerName,
    const bool bUpdateStats
)

Removes the actors from the specified layer.

Public function

bool

 

RemoveActorsFromLayers

(
    const TArray< AActor* >& Acto...,
    const TArray< FName >& LayerNames,
    const bool bUpdateStats
)

Remove the actors to the named layers

Public function Virtual

bool

 

RemoveActorsFromLayers

(
    const TArray< TWeakObjectPtr< AActo...,
    const TArray< FName >& LayerNames,
    const bool bUpdateStats
)

Remove the actors to the named layers

Public function Virtual

void

 

RemoveLevelLayerInformation

(
    ULevel* Level
)

Purges any information regarding layers associated with the level and it contents

Public function Virtual

bool

 

RemoveSelectedActorsFromLayer

(
    const FName& LayerName
)

Removes the selected actors from the named layer.

Public function Virtual

bool

 

RemoveSelectedActorsFromLayers

(
    const TArray< FName >& LayerNames
)

Removes selected actors from the named layers.

Public function Virtual

void

 

RemoveViewFromActorViewVisibility

(
    FLevelEditorViewportClient* Vi...
)

Removes the corresponding visibility bit from all actors (slides the later bits down 1)

Public function Virtual

bool

 

RenameLayer

(
    const FName& OriginalLayerName,
    const FName& NewLayerName
)

Renames the provided originally named layer to the provided new name

Public function

bool

 

SelectActorsInLayer

(
    const FName& LayerName,
    const bool bSelect,
    const bool bNotify,
    const bool bSelectEvenIfHidden
)

Selects/de-selects actors belonging to the named layer.

Public function Virtual

bool

 

SelectActorsInLayer

(
    const FName& LayerName,
    const bool bSelect,
    const bool bNotify,
    const bool bSelectEvenIfHidden,
    const TSharedPtr< ActorFilter >& F...
)

Selects/de-selects actors belonging to the named layer.

Public function Virtual

bool

 

SelectActorsInLayers

(
    const TArray< FName >& LayerNames,
    const bool bSelect,
    const bool bNotify,
    const bool bSelectEvenIfHidden,
    const TSharedPtr< ActorFilter >& F...
)

Selects/de-selects actors belonging to the named layers.

Public function

bool

 

SelectActorsInLayers

(
    const TArray< FName >& LayerNames,
    const bool bSelect,
    const bool bNotify,
    const bool bSelectEvenIfHidden
)

Selects/de-selects actors belonging to the named layers.

Public function Virtual

void

 

SetLayersVisibility

(
    const TArray< FName >& LayerNames,
    const bool bIsVisible
)

Changes visibility of the named layers to the provided state

Public function Virtual

void

 

SetLayerVisibility

(
    const FName& LayerName,
    const bool bIsVisible
)

Changes the named layer's visibility to the provided state

Public function Virtual

void

 

ToggleLayersVisibility

(
    const TArray< FName >& LayerNames
)

Toggles the visibility of all of the named layers

Public function Virtual

void

 

ToggleLayerVisibility

(
    const FName& LayerName
)

Toggles the named layer's visibility

Public function Virtual

bool

 

TryGetLayer

(
    const FName& LayerName,
    ULayer*& OutLayer
)

Attempts to get the ULayer Object of the provided layer name.

Public function Virtual

void

 

UpdateActorAllViewsVisibility

(
    AActor* Actor
)

Updates per-view visibility for the given actor for all views

Public function Virtual

void

 

UpdateActorViewVisibility

(
    FLevelEditorViewportClient* Vi...,
    AActor* Actor,
    const bool bReregisterIfDirty
)

Updates per-view visibility for the given actor in the given view

Public function Virtual

bool

 

UpdateActorVisibility

(
    AActor* Actor,
    bool& bOutSelectionChanged,
    bool& bOutActorModified,
    const bool bNotifySelectionChange,
    const bool bRedrawViewports
)

Updates the provided actors visibility in the viewports

Public function Virtual

bool

 

UpdateAllActorsVisibility

(
    const bool bNotifySelectionChange,
    const bool bRedrawViewports
)

Updates the visibility of all actors in the viewports

Public function Virtual

void

 

UpdateAllViewVisibility

(
    const FName& LayerThatChanged
)

Updates the visibility for all actors for all views.

Public function Virtual

void

 

UpdatePerViewVisibility

(
    FLevelEditorViewportClient* Vi...,
    const FName& LayerThatChanged
)

Updates the per-view visibility for all actors for the given view

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Internal cleanup

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Prepares for use

Classes

Name

Description

Public class

FOnLayersChanged

Broadcasts whenever one or more Layers are modified

Typedefs

Name

Description

ActorFilter

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