Navigation
API > API/Plugins > API/Plugins/GameFeatures
Inheritance Hierarchy
- UObject
- UGameFeatureAction
- UGameFeatureAction_AddWorldPartitionContent
References
| Module | GameFeatures |
| Header | /Engine/Plugins/Runtime/GameFeatures/Source/GameFeatures/Public/GameFeatureAction_AddWorldPartitionContent.h |
| Include | #include "GameFeatureAction_AddWorldPartitionContent.h" |
Syntax
UCLASS (Meta=(DisplayName="Add World Partition Content"))
class UGameFeatureAction_AddWorldPartitionContent : public UGameFeatureAction
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGameFeatureAction_AddWorldPartitionContent
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| const TObjectPtr< const UExternalDataLayerAsset > & | |||
| void | PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
||
| void | PostEditUndo () |
||
| void | PreEditChange
(
FProperty* PropertyThatWillChange |
||
| void | PreEditUndo () |
Overridden from UGameFeatureAction
| Type | Name | Description | |
|---|---|---|---|
| void | Older-style activation function with no context, called by base class if context version is not overridden | ||
| void | OnGameFeatureDeactivating
(
FGameFeatureDeactivatingContext& Context |
Called when game feature is deactivated, it may be activated again in the near future | |
| void | Called when the object owning the action is registered for possible activation, this is called even if a feature never activates | ||
| void | Called to unregister an action, it will not be activated again without being registered again |