| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/LevelBounds.h |
Include |
#include "Engine/LevelBounds.h" |
class ALevelBounds :
public AActor,
public FEditorTickableLevelBounds
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
Name | Description | ||
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bAutoUpdateBounds |
Whether to automatically update actor bounds based on all relevant actors bounds belonging to the same level |
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bLevelBoundsDirty |
Whether currently level bounds is dirty and needs to be updated |
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UBoxComponent &... |
BoxComponent |
Bounding box for the level bounds. |
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bUsingDefaultBounds |
True when there are no actors contributing to the bounds and we are currently using the default bounds instead |
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OnLevelActorAddedDelegateHandle |
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OnLevelActorDeletedDelegateHandle |
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OnLevelActorMovedDelegateHandle |
Handles to various registered delegates |
Name | Description | |
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ALevelBounds ( |
Name | Description | ||
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BroadcastLevelBoundsUpdated() |
Broadcasts LevelBoundsActorUpdatedEvent in case this actor acts as a level bounds |
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CalculateLevelBounds ( |
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IsUsingDefaultBounds() |
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MarkLevelBoundsDirty() |
Marks level bounds as dirty so they will be recalculated on next tick |
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OnLevelActorAddedRemoved ( |
Called whenever any actor added or removed |
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OnLevelActorMoved ( |
Called whenever any actor moved |
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SubscribeToUpdateEvents() |
Subscribes for actors transformation events |
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UnsubscribeFromUpdateEvents() |
Unsubscribes from actors transformation events |
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UpdateLevelBounds() |
Updates this actor bounding box by summing all level actors bounding boxes |
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UpdateLevelBoundsImmediately() |
Update level bounds immediately so the bounds are accurate when returning. |
Name | Description | ||
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GetComponentsBoundingBox |
Returns the world space bounding box of all components in this Actor. |
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IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations |
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PostEditMove ( |
Called after an actor has been moved in the editor |
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PostRegisterAllComponents() |
Called after all the components in the Components array are registered, called both in editor and during gameplay |
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PostUnregisterAllComponents() |
Called after all currently registered components are cleared |
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Tick ( |
FTickableGameObject interface |
Name | Description | ||
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PostEditChangeProperty ( |
Called when a property on this object has been modified externally |
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PostEditUndo() |
Called after applying a transaction to the object. |
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PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
Name | Description | ||
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UWorld * |
GetTickableGameObjectWorld() |
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IsTickableInEditor() |
Used to determine whether the object should be ticked in the editor. |
Name | Description | ||
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GetStatId() |
Return the stat id to use for this tickable |
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ETickableTic... |
GetTickableTickType() |
Virtual that can be overloaded by the inheriting class. |
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IsTickable() |
Virtual that can be overloaded by the inheriting class. |