AWorldDataLayers

Actor containing data layers instances within a world.

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 data layers instances within a world.

Constructors

Name Description

Public function

AWorldDataLayers

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function

bool

 

AddToActorEditorContext

(
    UDataLayerInstance* InDataLaye...
)

Public function Const

bool

 

ContainsDataLayer

(
    const UDataLayerInstance* InDa...
)

Public function Static

AWorldDataLa...

 

Create

(
    UWorld* World,
    FName InWorldDataLayerName
)

Public function Static

AWorldDataLa...

 

Create

(
    const FActorSpawnParameters& Spawn...
)

Public function

DataLayerIns...

 

CreateDataLayer

(
    CreationsArgs... InCreationArgs
)

Public function Const

void

 

DumpDataLayers

(
    FOutputDevice& OutputDevice
)

Public function Const

void

 

ForEachDataLayer

(
    TFunctionRef< bool(UDataLayerInstan...
)

Public function

void

 

ForEachDataLayer

(
    TFunctionRef< bool(UDataLayerInstan...
)

Public function Const

TArray< UDat...

 

GetActorEditorContextDataLayers()

Public function Const

bool

 

GetAllowRuntimeDataLayerEditing()

Public function Const

EDataLayerRu...

 

GetDataLayerEffectiveRuntimeStateByName

(
    FName InDataLAyerName
)

Public function Const

const UDataL...

 

GetDataLayerInstance

(
    const UDataLayerAsset* InDataL...
)

Public function Const

const UDataL...

 

GetDataLayerInstance

(
    const FName& InDataLayerInstanceNa...
)

Public function Const

const UDataL...

 

GetDataLayerInstanceFromAssetName

(
    const FName& InDataLayerAssetFullN...
)

Public function Const

TArray< FNam...

 

GetDataLayerInstanceNames

(
    const TArray< const UDataLayerAsset...
)

Public function Const

TArray< cons...

 

GetDataLayerInstances

(
    const TArray< UDataLayerAsset*...
)

Public function Const

TArray< cons...

 

GetDataLayerInstances

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

Public function Const

TArray< cons...

 

GetDataLayerInstances

(
    const TArray< const UDataLayerAsset...
)

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 Static

FName

 

GetWorldPartionWorldDataLayersName()

Public function Const

bool

 

HasDeprecatedDataLayers()

Protected function

void

 

InitializeDataLayerRuntimeStates()

Public function Const

bool

 

IsEmpty()

Public function Const

bool

 

IsInActorEditorContext

(
    const UDataLayerInstance* InDa...
)

Public function Const

bool

 

IsRuntimeRelevant()

Public function Const

bool

 

IsSubWorldDataLayers()

Public function Const

bool

 

IsTheMainWorldDataLayers()

Public function

void

 

OnDataLayerRuntimeStateChanged

(
    const UDataLayerInstance* InDa...,
    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

(
    const TArray< IdentifierType >*...,
    const TArray< IdentifierType >*...
)

Public function

void

 

OverwriteDataLayerRuntimeStates

(
    const TArray< T >* InActiveDat...,
    const TArray< T >* InLoadedDat...
)

Allows overriding of DataLayers with PlayFromHere.

Public function

void

 

PopActorEditorContext

(
    int32 InContextID
)

Public function

void

 

PushActorEditorContext

(
    int32 InContextID
)

Public function

bool

 

RemoveDataLayer

(
    const UDataLayerInstance* InDa...
)

Public function

int32

 

RemoveDataLayers

(
    const TArray< UDataLayerInstance&#...
)

Public function

bool

 

RemoveFromActorEditorContext

(
    UDataLayerInstance* InDataLaye...
)

Protected function

void

 

ResetDataLayerRuntimeStates()

Public function

void

 

SetAllowRuntimeDataLayerEditing

(
    bool bInAllowRuntimeDataLayerEditin...
)

Public function

void

 

SetDataLayerRuntimeState

(
    const UDataLayerInstance* InDa...,
    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

TUniquePtr< ...

 

CreateClassActorDesc()

Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

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

 

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

Public function Virtual

void

 

RewindForReplay()

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

Public function Virtual

bool

 

ShouldImport

(
    FStringView 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

 

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.

Public function Virtual

void

 

PreEditUndo()

Called before applying a transaction to the 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

bool

 

ContainsDataLayer

(
    const UDEPRECATED_DataLayer* I...
)

Convert DataLayer using UDataLayerToAssetCommandlet and use UDataLayerInstance* overload instead.

Public function Const

FName

 

GenerateUniqueDataLayerLabel

(
    const FName& InDataLayerLabel
)

Label usage is deprecated.

Public function Const

const TSet< ...

 

GetActiveDataLayerNames()

Use GetEffectiveActiveDataLayerNames() instead.

Public function Const

const UDataL...

 

GetDataLayerFromLabel

(
    const FName& InDataLayerLabel
)

Convert UDataLayers to UDataLayerAsset and UDataLayerInstance using DataLayerToAssetCommandLet

Public function Const

const UDataL...

 

GetDataLayerInstance

(
    const FActorDataLayer& InActorData...
)

Use GetDataLayerInstance with FName or UDataLayerAsset instead

Public function Const

TArray< FNam...

 

GetDataLayerInstanceNames

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

Use GetDataLayerInstanceNames with UDataLayerAsset instead

Public function Const

TArray< cons...

 

GetDataLayerInstances

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

Use GetDataLayerInstances with FName or UDataLayerAsset instead

Public function Const

EDataLayerSt...

 

GetDataLayerStateByName

(
    FName InDataLayerName
)

Use GetDataLayerRuntimeStateByName() instead.

Public function Const

const TSet< ...

 

GetLoadedDataLayerNames()

Use GetEffectiveLoadedDataLayerNames() instead.

Public function Const

void

 

GetUserLoadedInEditorStates

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

Use UDataLayerSubsystem::GetUserLoadedInEditorStates insteaed

Public function

bool

 

RemoveDataLayer

(
    const UDEPRECATED_DataLayer* I...
)

Convert DataLayer using UDataLayerToAssetCommandlet and use UDataLayerInstance* overload instead.

Public function

PRAGMA_DISAB...

 

SetDataLayerState

(
    FActorDataLayer InDataLayer,
    EDataLayerState InState
)

Use SetDataLayerRuntimeState() instead.

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