| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/WorldDataLayers.h |
Include |
#include "WorldPartition/DataLayer/WorldDataLayers.h" |
class AWorldDataLayers : public AInfo
Actor containing data layers instances within a world.
Name | Description | |
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AWorldDataLayers ( |
Name | Description | ||
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void |
BeginPlay() |
Overridable native event for when play begins for this actor. |
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TUniquePtr< ... |
CreateClassActorDesc() |
Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. |
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bool |
IsLockLocation() |
Returns true if actor location should be locked. |
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bool |
IsUserManaged() |
Used to know if actor supports some editor operations. (Delete, Replace) |
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void |
PostUnregisterAllComponents() |
Called after all currently registered components are cleared |
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void |
PreRegisterAllComponents() |
Called before all the components in the Components array are registered, called both in editor and during gameplay |
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void |
RewindForReplay() |
Called on the actor before checkpoint data is applied during a replay. |
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bool |
ShouldImport ( |
Called before editor paste, true allow import |
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bool |
ShouldLevelKeepRefIfExternal() |
Determine how this actor should be referenced by the level when external (saved in its own package). |
Name | Description | ||
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void |
PostEditUndo() |
Called after applying a transaction to the object. |
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void |
PostLoad() |
Do any object-specific cleanup required immediately after loading an object. |
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void |
PreEditUndo() |
Called before applying a transaction to the object. |
Name |
Description |
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FDataLayersFilterDelegate |
Name |
Description |
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DataLayersStateEpoch |
Name | Description | ||
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DataLayersFilterDelegate |
do not use, will be replaced by another mechanism for initial release. |
Name | Description | ||
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bool |
ContainsDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use UDataLayerInstance* overload instead. |
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GenerateUniqueDataLayerLabel ( |
Label usage is deprecated. |
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const TSet< ... |
GetActiveDataLayerNames() |
Use GetEffectiveActiveDataLayerNames() instead. |
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const UDataL... |
GetDataLayerFromLabel ( |
Convert UDataLayers to UDataLayerAsset and UDataLayerInstance using DataLayerToAssetCommandLet |
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const UDataL... |
GetDataLayerInstance ( |
Use GetDataLayerInstance with FName or UDataLayerAsset instead |
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GetDataLayerInstanceNames ( |
Use GetDataLayerInstanceNames with UDataLayerAsset instead |
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TArray< cons... |
GetDataLayerInstances ( |
Use GetDataLayerInstances with FName or UDataLayerAsset instead |
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EDataLayerSt... |
GetDataLayerStateByName ( |
Use GetDataLayerRuntimeStateByName() instead. |
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const TSet< ... |
GetLoadedDataLayerNames() |
Use GetEffectiveLoadedDataLayerNames() instead. |
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void |
GetUserLoadedInEditorStates |
Use UDataLayerSubsystem::GetUserLoadedInEditorStates insteaed |
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bool |
RemoveDataLayer ( |
Convert DataLayer using UDataLayerToAssetCommandlet and use UDataLayerInstance* overload instead. |
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PRAGMA_DISAB... |
SetDataLayerState ( |
Use SetDataLayerRuntimeState() instead. |