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API > API/Plugins > API/Plugins/ActorModifier
| Name | FActorModifierVisibilitySharedActorState |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Public/Shared/ActorModifierVisibilityShared.h |
| Include Path | #include "Shared/ActorModifierVisibilityShared.h" |
Syntax
USTRUCT ()
struct FActorModifierVisibilitySharedActorState
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Shared/ActorModifierVisibilityShared.h | |||
FActorModifierVisibilitySharedActorState
(
AActor* InActor |
Shared/ActorModifierVisibilityShared.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorWeak | TWeakObjectPtr< AActor > | Actor that this state is describing | Shared/ActorModifierVisibilityShared.h | |
| bActorHiddenInEditor | bool | Pre state editor visibility saved | Shared/ActorModifierVisibilityShared.h | |
| bActorHiddenInGame | bool | Pre state game visibility saved | Shared/ActorModifierVisibilityShared.h | |
| ModifierStates | TSet< FActorModifierVisibilitySharedModifierState > | Modifiers that are currently watching this state and locking it | Shared/ActorModifierVisibilityShared.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Restore() |
Restore this actor state if valid | Shared/ActorModifierVisibilityShared.h | |
void Save() |
Save this actor state if valid | Shared/ActorModifierVisibilityShared.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator==
(
const FActorModifierVisibilitySharedActorState& Other |
Shared/ActorModifierVisibilityShared.h |