Module |
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Header |
/Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelSnapshots/Public/Data/WorldSnapshotData.h |
Include |
#include "Data/WorldSnapshotData.h" |
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FWorldSnapshotData
Holds saved world data and handles all logic related to writing to the existing world.
Name | Description | ||
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friend |
FActorSnapshotData |
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friend |
FSnapshotArchive |
Name | Description | ||
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AddClassDefault ( |
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AddObjectDependency ( |
Adds an object dependency without serializing the object's content. |
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AddSubobjectDependency ( |
Adds a subobject dependency. |
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ApplyToWorld ( |
Applies the saved properties to WorldActor |
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AreReferencesEquivalent |
Checks whether two pointers point to "equivalent" objects. |
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ForEachOriginalActor |
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UObject *... |
GetClassDefault ( |
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GetDeserializedActor ( |
Given a path to a world actor, gets the equivalent allocated actor. |
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GetNumSavedActors() |
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GetSerializedClassDefaults ( |
Gets the state of the CDO from when the snapshot was taken. |
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const FSnaps... |
GetSnapshotVersionInfo() |
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HasMatchingSavedActor ( |
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OnCreateSnapshotWorld ( |
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OnDestroySnapshotWorld() |
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PostSerialize ( |
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UObject *... |
ResolveObjectDependencyForClassDefaultObject ( |
Resolves an object depedency when restoring a class default object. |
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UObject *... |
ResolveObjectDependencyForEditorWorld ( |
Resolves an object dependency for use in the editor world. |
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UObject *... |
ResolveObjectDependencyForSnapshotWorld ( |
Resolves an object dependency for use in the snapshot world. |
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SerializeClassDefaultsInto ( |
Gets the Object's class and serializes the saved CDO into it. |
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SnapshotWorld ( |
Records the actor in this snapshot |