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Singleton class for transform modifiers to share data between each other Used because multiple modifier could be watching/updating an actor We want to save the state of that actor once before any modifier changes it and restore it when no other modifier is watching it
| Name | UActorModifierTransformShared |
| Type | class |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Public/Shared/ActorModifierTransformShared.h |
| Include Path | #include "Shared/ActorModifierTransformShared.h" |
Syntax
UCLASS (Hidden, MinimalAPI)
class UActorModifierTransformShared : public UActorModifierCoreSharedObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UActorModifierCoreSharedObject → UActorModifierTransformShared
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSet< FActorModifierTransformSharedActorState * > FindActorsState
(
UActorModifierCoreBase* InModifierContext |
Get all actor state related to a modifier | Shared/ActorModifierTransformShared.h | |
FActorModifierTransformSharedActorState * FindActorState
(
AActor* InActor |
Get the actor state for a specific actor | Shared/ActorModifierTransformShared.h | |
bool IsActorsStateSaved
(
UActorModifierCoreBase* InModifierContext |
Returns true, if this modifier is tracking any actor | Shared/ActorModifierTransformShared.h | |
bool IsActorStateSaved
(
UActorModifierCoreBase* InModifierContext, |
Returns true, if this modifier is tracking this actor | Shared/ActorModifierTransformShared.h | |
void RestoreActorsState
(
UActorModifierCoreBase* InModifierContext, |
Restore all actors states linked to this modifier | Shared/ActorModifierTransformShared.h | |
void RestoreActorsState
(
UActorModifierCoreBase* InModifierContext, |
Restore all specified actors linked to this modifier | Shared/ActorModifierTransformShared.h | |
void RestoreActorState
(
UActorModifierCoreBase* InModifierContext, |
Restore actor state, removes it if no other modifier track that actor state | Shared/ActorModifierTransformShared.h | |
void SaveActorState
(
UActorModifierCoreBase* InModifierContext, |
Save actor state, adds it if it is not tracked | Shared/ActorModifierTransformShared.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostLoad() |
Shared/ActorModifierTransformShared.h |