APlayerController::GetSeamlessTravelActorList

Called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all automatically moved regardless of whether they're included here only dynamic actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h

Include

#include "GameFramework/PlayerController.h"

Source

/Engine/Source/Runtime/Engine/Private/PlayerController.cpp

Syntax

virtual void GetSeamlessTravelActorList
(
    bool bToEntry,
    TArray< class AActor * > & ActorList
)

Remarks

Called on client during seamless level transitions to get the list of Actors that should be moved into the new level PlayerControllers, Role < ROLE_Authority Actors, and any non-Actors that are inside an Actor that is in the list (i.e. Object.Outer == Actor in the list) are all automatically moved regardless of whether they're included here only dynamic actors in the PersistentLevel may be moved (this includes all actors spawned during gameplay) this is called for both parts of the transition because actors might change while in the middle (e.g. players might join or leave the game)

Parameters

Parameter

Description

bToEntry

true if we are going from old level -> entry, false if we are going from entry -> new level

ActorList

(out) list of actors to maintain

See Also

also GameModeBase::GetSeamlessTravelActorList() (the function that's called on servers)

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