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API > API/Plugins > API/Plugins/ActorModifier
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
const TSet< TWeakObjectPtr< AActor > >& InActors, |
Utilities/ActorModifierActorUtils.h | ||
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
AActor* InActor, |
Utilities/ActorModifierActorUtils.h | ||
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
const TSet< TWeakObjectPtr< AActor > >& InActors, |
Layout. | Utilities/ActorModifierActorUtils.h |
UE::ActorModifier::ActorUtils::GetActorsBounds(const TSet< TWeakObjectPtr< AActor > > &, const FTransform &, bool)
| Name | UE::ActorModifier::ActorUtils::GetActorsBounds |
| Type | function |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Public/Utilities/ActorModifierActorUtils.h |
| Include Path | #include "Utilities/ActorModifierActorUtils.h" |
| Source | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Private/Utilities/ActorModifierActorUtils.cpp |
namespace UE
{
namespace ActorModifier
{
namespace ActorUtils
{
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
const TSet< TWeakObjectPtr < AActor > > & InActors,
const FTransform & InReferenceTransform,
bool bInSkipHidden
)
}
}
}
UE::ActorModifier::ActorUtils::GetActorsBounds(AActor *, bool, bool)
| Name | UE::ActorModifier::ActorUtils::GetActorsBounds |
| Type | function |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Public/Utilities/ActorModifierActorUtils.h |
| Include Path | #include "Utilities/ActorModifierActorUtils.h" |
| Source | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Private/Utilities/ActorModifierActorUtils.cpp |
namespace UE
{
namespace ActorModifier
{
namespace ActorUtils
{
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
AActor * InActor,
bool bInIncludeChildren,
bool bInSkipHidden
)
}
}
}
UE::ActorModifier::ActorUtils::GetActorsBounds(const TSet< TWeakObjectPtr< AActor > > &, const FTransform &, bool, bool)
Description
Layout.
| Name | UE::ActorModifier::ActorUtils::GetActorsBounds |
| Type | function |
| Header File | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Public/Utilities/ActorModifierActorUtils.h |
| Include Path | #include "Utilities/ActorModifierActorUtils.h" |
| Source | /Engine/Plugins/VirtualProduction/ActorModifier/Source/ActorModifier/Private/Utilities/ActorModifierActorUtils.cpp |
namespace UE
{
namespace ActorModifier
{
namespace ActorUtils
{
FBox UE::ActorModifier::ActorUtils::GetActorsBounds
(
const TSet< TWeakObjectPtr < AActor > > & InActors,
const FTransform & InReferenceTransform,
bool bInSkipHidden,
bool bInTransformBox
)
}
}
}