ALevelBounds

Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where [AActor::IsLevelBoundsRelevant()](API\Runtime\Engine\GameFramework\AActor\IsLevelBoundsRelevant) == true

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MacOS
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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/LevelBounds.h

Include

#include "Engine/LevelBounds.h"

Syntax

class ALevelBounds :
    public AActor,
    public FEditorTickableLevelBounds

Remarks

Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where AActor::IsLevelBoundsRelevant() == true

Variables

Name Description

Public variable

bool

 

bAutoUpdateBounds

Whether to automatically update actor bounds based on all relevant actors bounds belonging to the same level

Protected variable

bool

 

bLevelBoundsDirty

Whether currently level bounds is dirty and needs to be updated

Public variable

UBoxComponent &...

 

BoxComponent

Bounding box for the level bounds.

Protected variable

bool

 

bUsingDefaultBounds

True when there are no actors contributing to the bounds and we are currently using the default bounds instead

Protected variable

FDelegateHandle

 

OnLevelActorAddedDelegateHandle

Protected variable

FDelegateHandle

 

OnLevelActorDeletedDelegateHandle

Protected variable

FDelegateHandle

 

OnLevelActorMovedDelegateHandle

Handles to various registered delegates

Constructors

Name Description

Public function

ALevelBounds

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Protected function

void

 

BroadcastLevelBoundsUpdated()

Broadcasts LevelBoundsActorUpdatedEvent in case this actor acts as a level bounds

Public function Static

FBox

 

CalculateLevelBounds

(
    ULevel* InLevel
)

Public function Const

bool

 

IsUsingDefaultBounds()

Public function

void

 

MarkLevelBoundsDirty()

Marks level bounds as dirty so they will be recalculated on next tick

Protected function

void

 

OnLevelActorAddedRemoved

(
    AActor* InActor
)

Called whenever any actor added or removed

Protected function

void

 

OnLevelActorMoved

(
    AActor* InActor
)

Called whenever any actor moved

Protected function

void

 

SubscribeToUpdateEvents()

Subscribes for actors transformation events

Protected function

void

 

UnsubscribeFromUpdateEvents()

Unsubscribes from actors transformation events

Protected function

void

 

UpdateLevelBounds()

Updates this actor bounding box by summing all level actors bounding boxes

Public function

void

 

UpdateLevelBoundsImmediately()

Update level bounds immediately so the bounds are accurate when returning.

Overridden from AActor

Name Description

Public function Virtual Const

FBox

 

GetComponentsBoundingBox

(
    bool bNonColliding,
    bool bIncludeFromChildActors
)

Returns the world space bounding box of all components in this Actor.

Public function Virtual Const

bool

 

IsLevelBoundsRelevant()

Indicates whether this actor should participate in level bounds calculations

Public function Virtual

void

 

PostEditMove

(
    bool bFinished
)

Called after an actor has been moved in the editor

Public function Virtual

void

 

PostRegisterAllComponents()

Called after all the components in the Components array are registered, called both in editor and during gameplay

Public function Virtual

void

 

PostUnregisterAllComponents()

Called after all currently registered components are cleared

Protected function Virtual

void

 

Tick

(
    float DeltaTime
)

FTickableGameObject interface

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

Called when a property on this object has been modified externally

Public function Virtual

void

 

PostEditUndo()

Called after applying a transaction to the object.

Public function Virtual

void

 

PostLoad()

Do any object-specific cleanup required immediately after loading an object.

Overridden from FTickableGameObject

Name Description

Protected function Virtual Const

UWorld *

 

GetTickableGameObjectWorld()

Protected function Virtual Const

bool

 

IsTickableInEditor()

Used to determine whether the object should be ticked in the editor.

Overridden from FTickableObjectBase

Name Description

Protected function Virtual Const

TStatId

 

GetStatId()

Return the stat id to use for this tickable

Protected function Virtual Const

ETickableTic...

 

GetTickableTickType()

Virtual that can be overloaded by the inheriting class.

Protected function Virtual Const

bool

 

IsTickable()

Virtual that can be overloaded by the inheriting class.

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