AZoneGraphData

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Inheritance Hierarchy

References

Module

ZoneGraph

Header

/Engine/Plugins/Runtime/ZoneGraph/Source/ZoneGraph/Public/ZoneGraphData.h

Include

#include "ZoneGraphData.h"

Syntax

UCLASS(Config=ZoneGraph, defaultconfig, NotBlueprintable)
class AZoneGraphData : public AActor

Variables

Name Description

Protected variable UProperty Category, EditAnywhere Transient

bool

 

bEnableDrawing

If set to true then this zone graph data will be drawing itself when requested as part of "show navigation"

Protected variable

bool

 

bRegistered

Protected variable UProperty

uint32

 

CombinedShapeHash

Combined hash of all ZoneShapes that were used to build the data.

Protected variable UProperty Transient duplicatetransient

UZoneGraphRende...

 

RenderingComp

Protected variable UProperty

FZoneGraphStora...

 

ZoneStorage

Protected variable

FCriticalSectio...

 

ZoneStorageLock

Critical section to prevent rendering of the zone graph storage data while it's getting rebuilt

Constructors

Name Description

Public function

AZoneGraphData

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

FBox

 

GetBounds()

Public function Const

uint32

 

GetCombinedShapeHash()

Public function Const

const FZoneG...

 

GetStorage()

Public function Const

FCriticalSec...

 

GetStorageLock()

Public function

FZoneGraphSt...

 

GetStorageMutable()

TODO: I wonder if the storage is unnecessary indirection?

Public function Const

bool

 

IsDrawingEnabled()

Public function Const

bool

 

IsRegistered()

Public function

void

 

OnRegistered

(
    const FZoneGraphDataHandle DataHand...
)

Public function

void

 

OnUnregistered()

Protected function

bool

 

RegisterWithSubsystem()

Public function

void

 

SetCombinedShapeHash

(
    const uint32 Hash
)

Sets Combined hash of all ZoneShapes that were used to build the data.

Protected function

bool

 

UnregisterWithSubsystem()

Public function Const

void

 

UpdateDrawing()

Overridden from AActor

Name Description

Public function Virtual Const

bool

 

CanChangeIsSpatiallyLoadedFlag()

Returns true if this actor allows changing the spatially loaded flag.

Public function Virtual

void

 

Destroyed()

Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending

Public function Virtual

void

 

EndPlay

(
    const EEndPlayReason::Type EndPlayR...
)

Overridable function called whenever this actor is being removed from a level

Public function Virtual

void

 

PostActorCreated()

Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set.

Public function Virtual

void

 

PostUnregisterAllComponents()

Called after all currently registered components are cleared

Public function Virtual

void

 

PreRegisterAllComponents()

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

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.