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Used to cook assets from a GFP into a specified chunkId. This can be useful when individually cooking GFPs for iteration or splitting up a packaged game into smaller downloadable chunks.
| Name | UGameFeatureAction_AddChunkOverride |
| Type | class |
| Header File | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureAction_AddChunkOverride.h |
| Include Path | #include "GameFeatureAction_AddChunkOverride.h" |
Syntax
UCLASS (MinimalAPI, Meta=(DisplayName="Add Chunk Override"), Config=Engine)
class UGameFeatureAction_AddChunkOverride : public UGameFeatureAction
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UGameFeatureAction → UGameFeatureAction_AddChunkOverride
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FShouldAddChunkOverride | TBaseDelegate_OneParam< bool, const UGameFeatureData * > | GameFeatureAction_AddChunkOverride.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ShouldAddChunkOverride | FShouldAddChunkOverride | Optionally bound delegate to determine when to add the chunk override. | GameFeatureAction_AddChunkOverride.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bShouldOverrideChunk | bool | Should this GFP have their packages cooked into the specified ChunkId | GameFeatureAction_AddChunkOverride.h |
|
| ChunkId | int32 | What ChunkId to place the packages inside for this particular GFP. | GameFeatureAction_AddChunkOverride.h |
|
| LowestAllowedChunkIndexForAutoGeneration | int32 | Config defined value for what is the smallest chunk index the autogeneration code can generate. | GameFeatureAction_AddChunkOverride.h |
|
| ParentChunk | int32 | What Chunk we are parented to. | GameFeatureAction_AddChunkOverride.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 GetChunkID() |
GameFeatureAction_AddChunkOverride.h | ||
bool ShouldOverrideChunk() |
~UObject overrides | GameFeatureAction_AddChunkOverride.h |
Overridden from UGameFeatureAction
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void OnGameFeatureRegistering() |
Called when the object owning the action is registered for possible activation, this is called even if a feature never activates | GameFeatureAction_AddChunkOverride.h | |
virtual void OnGameFeatureUnregistering() |
Called to unregister an action, it will not be activated again without being registered again | GameFeatureAction_AddChunkOverride.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
GameFeatureAction_AddChunkOverride.h | ||
| UObject overrides | GameFeatureAction_AddChunkOverride.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TOptional< int32 > GetChunkForPackage
(
const FString& PackageName |
Given the package name will check if this is a package from a GFP that we want to assign a specific chunk to. | GameFeatureAction_AddChunkOverride.h | |
static int32 GetLowestAllowedChunkId() |
GameFeatureAction_AddChunkOverride.h | ||
static TArray< FString > GetPluginNameFromChunkID
(
int32 ChunkID |
GameFeatureAction_AddChunkOverride.h |