ULevelSnapshot

Holds the state of a world at a given time.

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Linux

Inheritance Hierarchy

References

Module

LevelSnapshots

Header

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

Include

#include "Data/LevelSnapshot.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(BlueprintType)
class ULevelSnapshot : public UObject

Remarks

Holds the state of a world at a given time. This asset can be used to rollback certain properties in a UWorld.

Functions

Name Description

Public function

void

 

ApplySnapshotToWorld

(
    UWorld* TargetWorld,
    const FPropertySelectionMap& Selec...
)

Applies this snapshot to the given world.

Public function Const

bool

 

AreSnapshotAndOriginalPropertiesEquivalent

(
    const FProperty* LeafProperty,
    void* SnapshotContainer,
    void* WorldContainer,
    AActor* SnapshotActor,
    AActor* WorldActor
)

Checks whether the snapshot and original property value should be considered equal.

Public function Const

void

 

DiffWorld

(
    UWorld* World,
    FActorPathConsumer HandleMatchedAct...,
    FActorPathConsumer HandleRemovedAct...,
    FActorConsumer HandleAddedActor
)

Compares this snapshot to the world and calls the appropriate callbacks:

Public function Const UFunction BlueprintPure, Category

FDateTime

 

GetCaptureTime()

Public function

TOptional< A...

 

GetDeserializedActor

(
    const FSoftObjectPath& OriginalAct...
)

Given an actor path in the world, gets the equivalent actor from the snapshot.

Public function Const

int32

 

GetNumSavedActors()

Public function Const UFunction BlueprintPure, Category

FString

 

GetSnapshotDescription()

Public function Const UFunction BlueprintPure, Category

FName

 

GetSnapshotName()

Public function Const

bool

 

HasOriginalChangedPropertiesSinceSnapshotWasTaken

(
    AActor* SnapshotActor,
    AActor* WorldActor
)

Checks whether the original actor has any properties that changed since the snapshot was taken.

Public function UFunction BlueprintCallable, Category

void

 

SetSnapshotDescription

(
    const FString& InSnapshotDescripti...
)

Public function UFunction BlueprintCallable, Category

void

 

SetSnapshotName

(
    const FName& InSnapshotName
)

Sets the name of this snapshot.

Public function

void

 

SnapshotWorld

(
    UWorld* TargetWorld
)

Captures the current state of the given world.

Overridden from UObject

Name Description

Public function Virtual

void

 

BeginDestroy()

Called before destroying the object.

Typedefs

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