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| Name | UWorldPartitionHLODsBuilder |
| Type | class |
| Header File | /Engine/Source/Editor/UnrealEd/Public/WorldPartition/WorldPartitionHLODsBuilder.h |
| Include Path | #include "WorldPartition/WorldPartitionHLODsBuilder.h" |
Syntax
UCLASS (MinimalAPI)
class UWorldPartitionHLODsBuilder : public UWorldPartitionBuilder
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UWorldPartitionBuilder → UWorldPartitionHLODsBuilder
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UWorldPartitionHLODsBuilder
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/WorldPartitionHLODsBuilder.h |
Structs
| Name | Remarks |
|---|---|
| FHLODWorkload |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| AdditionalWorldPartitionsForStandaloneHLOD | TArray< TObjectPtr< UWorldPartition > > | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| bBuildingStandaloneHLOD | bool | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| bDistributedBuild | bool | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| bForceBuild | bool | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| bReportOnly | bool | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| bResumeBuild | bool | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| bReuseParentBranchHLODs | bool | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| BuilderCount | int32 | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| BuilderIdx | int32 | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| BuildManifest | FString | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| BuildOptions | EHLODBuildStep | Options . | WorldPartition/WorldPartitionHLODsBuilder.h | |
| DistributedBuildManifest | FString | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| DistributedBuildWorkingDir | FString | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| HLODActorToBuild | FName | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| HLODLayerToBuild | FName | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| ModifiedFiles | FBuilderModifiedFiles | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| ParentBranchHLODFileToCopy | FString | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| ResumeBuildIndex | int32 | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| SourceControlHelper | FSourceControlHelper * | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| StandaloneHLODWorkingDirs | TArray< FString > | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| World | UWorld * | WorldPartition/WorldPartitionHLODsBuilder.h | ||
| WorldPartition | UWorldPartition * | WorldPartition/WorldPartitionHLODsBuilder.h |
Functions
Public
Overridden from UWorldPartitionBuilder
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ELoadingMode GetLoadingMode() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
virtual bool PreWorldInitialization
(
UWorld* World, |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
virtual bool RequiresCommandletRendering() |
WorldPartition/WorldPartitionHLODsBuilder.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| WorldPartition/WorldPartitionHLODsBuilder.h | |||
void AllowExternalDataLayerInjection
(
const UWorld* InWorld, |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool BuildHLODActors() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool CopyFilesFromWorkingDir
(
const FString& SourceDir |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool CopyFilesToWorkingDir
(
const FString& TargetDir, |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
void CopyParentBranchHLODFile
(
UPackage* HLODActorPackage |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool DeleteHLODActors() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool DumpStats() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool EvaluateHLODBuildConditions
(
AWorldPartitionHLOD* HLODActor, |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
| WorldPartition/WorldPartitionHLODsBuilder.h | |||
| WorldPartition/WorldPartitionHLODsBuilder.h | |||
TArray< FHLODWorkload > GetHLODWorkloads
(
int32 NumWorkloads, |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool IsDistributedBuild() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool IsUsingBuildManifest() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool SetupHLODActors() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool ShouldRunStep
(
const EHLODBuildStep BuildStep |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool SubmitHLODActors() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool ValidateParams() |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
bool ValidateWorkload
(
const FHLODWorkload& Workload, |
WorldPartition/WorldPartitionHLODsBuilder.h |
Overridden from UWorldPartitionBuilder
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanProcessNonPartitionedWorlds() |
Some builders may have the ability to process non partitioned worlds. | WorldPartition/WorldPartitionHLODsBuilder.h | |
virtual bool RunInternal
(
UWorld* World, |
WorldPartition/WorldPartitionHLODsBuilder.h | ||
| Overridable method for derived classes to add additional world to be process by world builder This is called after `RunInternal_ is executed. | WorldPartition/WorldPartitionHLODsBuilder.h | ||
virtual bool ShouldProcessWorld
(
UWorld* World |
Some builders may decide to skip processing some worlds before initializing them. | WorldPartition/WorldPartitionHLODsBuilder.h |