AWorldPartitionMiniMap

A mini map to preview the world in world partition window. (editor-only)

Inheritance Hierarchy

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionMiniMap.h

Include

#include "WorldPartition/WorldPartitionMiniMap.h"

Syntax

class AWorldPartitionMiniMap : public AInfo

Remarks

A mini map to preview the world in world partition window. (editor-only)

Variables

Name Description

Public variable

int32

 

BuilderCellSize

Size of the loading region that will be used when iterating over the whole map during the minimap build process.

Public variable

TEnumAsByte< ES...

 

CaptureSource

Specifies which component of the scene rendering should be output to the minimap texture.

Public variable

uint32

 

CaptureWarmupFrames

Number of frames to render before each capture in order to warmup various rendering systems (VT/Nanite/etc).

Public variable

TSet< FActorDat...

 

ExcludedDataLayers

Datalayers excluded from MiniMap rendering

Public variable

TObjectPtr< UTe...

 

MiniMapTexture

MiniMap Texture for displaying on world partition window

Public variable

FBox

 

MiniMapWorldBounds

WorldBounds for MinMapTexture

Public variable

FBox2D

 

UVOffset

UVOffset used to setup Virtual Texture

Public variable

int32

 

WorldUnitsPerPixel

Target world units per pixel for the minimap texture.

Constructors

Name Description

Public function

AWorldPartitionMiniMap

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Const

void

 

GetMiniMapResolution

(
    int32& OutMinimapImageSizeX,
    int32& OutMinimapImageSizeY,
    int32& OutWorldUnitsPerPixel
)

Public function Const

FBox

 

GetMiniMapWorldBounds()

Overridden from AActor

Name Description

Public function Virtual

void

 

CheckForErrors()

Function that gets called from within Map_Check to allow this actor to check itself for any potential errors and register them with map check dialog.

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)

Overridden from UObject

Name Description

Public function Virtual Const

bool

 

IsEditorOnly()

Called during saving to determine if the object is forced to be editor only or not

Public function Virtual

void

 

PostLoad()

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

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