FWorldSnapshotData

Holds saved world data and handles all logic related to writing to the existing world.

Windows
MacOS
Linux

References

Module

LevelSnapshots

Header

/Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelSnapshots/Public/Data/WorldSnapshotData.h

Include

#include "Data/WorldSnapshotData.h"

Syntax

[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)()
struct FWorldSnapshotData

Remarks

Holds saved world data and handles all logic related to writing to the existing world.

Variables

Name Description

Public variable

friend

 

FActorSnapshotData

Public variable

friend

 

FSnapshotArchive

Functions

Name Description

Public function

void

 

AddClassDefault

(
    UClass* Class
)

Public function

int32

 

AddObjectDependency

(
    UObject* ReferenceFromOriginal...
)

Adds an object dependency without serializing the object's content.

Public function

int32

 

AddSubobjectDependency

(
    UObject* ReferenceFromOriginal...
)

Adds a subobject dependency.

Public function

void

 

ApplyToWorld

(
    UWorld* WorldToApplyTo,
    UPackage* LocalisationSnapshot...,
    const FPropertySelectionMap& Prope...
)

Applies the saved properties to WorldActor

Public function Const

bool

 

AreReferencesEquivalent

(
    UObject* SnapshotPropertyValue,
    UObject* OriginalPropertyValue,
    AActor* SnapshotActor,
    AActor* OriginalActor
)

Checks whether two pointers point to "equivalent" objects.

Public function Const

void

 

ForEachOriginalActor

(
    TFunction< void...
)

Public function

UObject *...

 

GetClassDefault

(
    UClass* Class
)

Public function

TOptional< A...

 

GetDeserializedActor

(
    const FSoftObjectPath& OriginalObj...,
    UPackage* LocalisationSnapshot...
)

Given a path to a world actor, gets the equivalent allocated actor.

Public function Const

int32

 

GetNumSavedActors()

Public function

TOptional< F...

 

GetSerializedClassDefaults

(
    UClass* Class
)

Gets the state of the CDO from when the snapshot was taken.

Public function Const

const FSnaps...

 

GetSnapshotVersionInfo()

Public function Const

bool

 

HasMatchingSavedActor

(
    const FSoftObjectPath& OriginalObj...
)

Public function

void

 

OnCreateSnapshotWorld

(
    UWorld* NewTempActorWorld
)

Public function

void

 

OnDestroySnapshotWorld()

Public function

void

 

PostSerialize

(
    const FArchive& Ar
)

Public function

UObject *...

 

ResolveObjectDependencyForClassDefaultObject

(
    int32 ObjectPathIndex
)

Resolves an object depedency when restoring a class default object.

Public function

UObject *...

 

ResolveObjectDependencyForEditorWorld

(
    int32 ObjectPathIndex,
    const FPropertySelectionMap& Selec...
)

Resolves an object dependency for use in the editor world.

Public function

UObject *...

 

ResolveObjectDependencyForSnapshotWorld

(
    int32 ObjectPathIndex
)

Resolves an object dependency for use in the snapshot world.

Public function

void

 

SerializeClassDefaultsInto

(
    UObject* Object
)

Gets the Object's class and serializes the saved CDO into it.

Public function

void

 

SnapshotWorld

(
    UWorld* World
)

Records the actor in this snapshot

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