AWorldDataLayers

Actor containing all data layers for a world

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Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/WorldDataLayers.h

Include

#include "WorldPartition/DataLayer/WorldDataLayers.h"

Syntax

class AWorldDataLayers : public AInfo

Remarks

Actor containing all data layers for a world

Constructors

Name Description

Public function

AWorldDataLayers

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

bool

 

ContainsDataLayer

(
    const UDataLayer* InDataLayer
)

Public function Static

AWorldDataLa...

 

Create

(
    UWorld* World
)

Public function

UDataLayer &...

 

CreateDataLayer

(
    FName InName,
    EObjectFlags InObjectFlags
)

Public function Const

void

 

DumpDataLayers

(
    FOutputDevice& OutputDevice
)

Public function Const

void

 

ForEachDataLayer

(
    TFunctionRef< bool*...
)

Public function

void

 

ForEachDataLayer

(
    TFunctionRef< bool*...
)

Public function Const

FName

 

GenerateUniqueDataLayerLabel

(
    const FName& InDataLayerLabel
)

Public function Const

bool

 

GetAllowRuntimeDataLayerEditing()

Public function Const

EDataLayerRu...

 

GetDataLayerEffectiveRuntimeStateByName

(
    FName InDataLAyerName
)

Public function Const

const UDataL...

 

GetDataLayerFromLabel

(
    const FName& InDataLayerLabel
)

Public function Const

const UDataL...

 

GetDataLayerFromName

(
    const FName& InDataLayerName
)

Public function Const

TArray< FNam...

 

GetDataLayerNames

(
    const TArray< FActorDataLayer >& D...
)

Public function Const

TArray< cons...

 

GetDataLayerObjects

(
    const TArray< FActorDataLayer >& D...
)

Public function Const

TArray< cons...

 

GetDataLayerObjects

(
    const TArray< FName >& InDataLayer...
)

Public function Const

EDataLayerRu...

 

GetDataLayerRuntimeStateByName

(
    FName InDataLayerName
)

Public function Static

int32

 

GetDataLayersStateEpoch()

Public function Const

const TSet< ...

 

GetEffectiveActiveDataLayerNames()

Public function Const

const TSet< ...

 

GetEffectiveLoadedDataLayerNames()

Public function Const

void

 

GetUserLoadedInEditorStates

(
    TArray< FName >& OutDataLayersLoad...,
    TArray< FName >& OutDataLayersNotL...
)

Returns the DataLayer user loaded editor states.

Protected function

void

 

InitializeDataLayerRuntimeStates()

Public function

void

 

OnDataLayerRuntimeStateChanged

(
    const UDataLayer* InDataLayer,
    EDataLayerRuntimeState InState
)

Protected function

void

 

OnRep_ActiveDataLayerNames()

Protected function

void

 

OnRep_EffectiveActiveDataLayerNames()

Protected function

void

 

OnRep_EffectiveLoadedDataLayerNames()

Protected function

void

 

OnRep_LoadedDataLayerNames()

Public function

void

 

OverwriteDataLayerRuntimeStates

(
    TArray< FActorDataLayer >* InA...,
    TArray< FActorDataLayer >* InL...
)

Allows overriding of DataLayers with PlayFromHere.

Public function

bool

 

RemoveDataLayer

(
    UDataLayer* InDataLayer
)

Public function

bool

 

RemoveDataLayers

(
    const TArray< UDataLayer* >& ...
)

Protected function

void

 

ResetDataLayerRuntimeStates()

Public function

void

 

SetAllowRuntimeDataLayerEditing

(
    bool bInAllowRuntimeDataLayerEditin...
)

Public function

void

 

SetDataLayerRuntimeState

(
    FActorDataLayer InDataLayer,
    EDataLayerRuntimeState InState,
    bool bIsRecursive
)

DataLayer Runtime State.

Overridden from AActor

Name Description

Public function Virtual

void

 

BeginPlay()

Overridable native event for when play begins for this actor.

Public function Virtual Const

bool

 

IsLockLocation()

Returns true if actor location should be locked.

Public function Virtual Const

bool

 

IsUserManaged()

Used to know if actor supports some editor operations. (Delete, Replace)

Public function Virtual

void

 

RewindForReplay()

Called on the actor before checkpoint data is applied during a replay.

Public function Virtual

bool

 

ShouldImport

(
    FString* ActorPropString,
    bool IsMovingLevel
)

Called before editor paste, true allow import

Public function Virtual Const

bool

 

ShouldLevelKeepRefIfExternal()

Determine how this actor should be referenced by the level when external (saved in its own package).

Overridden from UObject

Name Description

Public function Virtual

void

 

PostLoad()

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

Typedefs

Name

Description

FDataLayersFilterDelegate

Constants

Name

Description

DataLayersStateEpoch

Deprecated Variables

Name Description

Public variable

FDataLayersFilt...

 

DataLayersFilterDelegate

do not use, will be replaced by another mechanism for initial release.

Deprecated Functions

Name Description

Public function Const

const TSet< ...

 

GetActiveDataLayerNames()

Use GetEffectiveActiveDataLayerNames() instead.

Public function Const

EDataLayerSt...

 

GetDataLayerStateByName

(
    FName InDataLayerName
)

Use GetDataLayerRuntimeStateByName() instead.

Public function Const

const TSet< ...

 

GetLoadedDataLayerNames()

Use GetEffectiveLoadedDataLayerNames() instead.

Public function

void

 

SetDataLayerState

(
    FActorDataLayer InDataLayer,
    EDataLayerState InState
)

Use SetDataLayerRuntimeState() instead.