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Settings for controlling Instanced Actor behavior. Applied by 'actor class' either in groups via 'named settings' e.g: "SmallThings", "Trees" or on a specific class basis.
Named settings are FInstancedActorsSettings registered by name in UInstancedActorsProjectSettings::NamedSettingsRegistryType data registry.
Class-specific settings are FInstancedActorsSettings registered by actor class via FInstancedActorsClassSettingsBase's in the UInstancedActorsProjectSettings::ActorClassSettingsRegistryType data registry. Named settings can be used as bases here via FInstancedActorsClassSettingsBase::BaseSettings.
| Name | FInstancedActorsSettings |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Public/InstancedActorsSettingsTypes.h |
| Include Path | #include "InstancedActorsSettingsTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FInstancedActorsSettings : public FTableRowBase
Inheritance Hierarchy
- FTableRowBase → FInstancedActorsSettings
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DefaultMaxInstanceDistance | double | InstancedActorsSettingsTypes.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorClass | TSubclassOf< AActor > | Wholesale replace this type of entity with this actor instead. | InstancedActorsSettingsTypes.h |
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| ActorEjectionMovementThreshold | float | If bEjectOnActorMoved = true, spawned Actors will have their locations monitored and if moved further than ActorEjectionMovementThreshold from their spawn location, they will be 'ejected' from their manager / marked as destroyed and transferred to persistence system. | InstancedActorsSettingsTypes.h |
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| AffectDistanceFieldLighting | TArray< bool > | If enabled, then asset will be used in distance field lighting | InstancedActorsSettingsTypes.h |
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| AppliedSettingsOverrides | TArray< FName > | Note: Don't forget to implement overriding for new settings in ApplyOverrides and Stringification in ToString. | InstancedActorsSettingsTypes.h |
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| bCanBeDamaged | bool | Turn on or off damage. | InstancedActorsSettingsTypes.h |
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| bCanEverAffectNavigation | bool | Can this object ever affect the navigation graph generation for AI etc. | InstancedActorsSettingsTypes.h |
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| bControlPhysicsState | bool | If false, collision will not be managed by the mass LODs for this instance | InstancedActorsSettingsTypes.h |
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| bDisableAutoDistanceCulling | bool | Disable auto computed distance culling using the bounding box of the static mesh - instance will render upto MaxInstanceDistance | InstancedActorsSettingsTypes.h |
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| bEjectOnActorMoved | bool | If bEjectOnActorMoved = true, spawned Actors will have their locations monitored and if moved further than ActorEjectionMovementThreshold from their spawn location, they will be 'ejected' from their manager / marked as destroyed and transferred to persistence system. | InstancedActorsSettingsTypes.h |
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| bIgnoreModifierVolumes | bool | Completely disable modifier volumes for this type of instance. | InstancedActorsSettingsTypes.h |
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| bInstancesCastShadows | bool | Optional shadow casting override applied to instance ISMC's if set (shadow casting settings from ActorClass will be used for ISMC's if unset) | InstancedActorsSettingsTypes.h |
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| bModifierVolumeCheckFullyEnclosed | bool | By default, modifier volumes will do a bounds intersection test against instances. | InstancedActorsSettingsTypes.h |
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| bOverride_ActorClass | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_ActorEjectionMovementThreshold | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_AffectDistanceFieldLighting | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bCanBeDamaged | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bCanEverAffectNavigation | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bControlPhysicsState | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bDisableAutoDistanceCulling | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bEjectOnActorMoved | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bIgnoreModifierVolumes | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bInstancesCastShadows | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_bModifierVolumeCheckFullyEnclosed | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_DetailedRepresentationLODDistance | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_ForceLowRepresentationLODDistance | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_GameplayTags | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_LODDistanceScales | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_MaxActorDistance | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_MaxInstanceDistances | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_OverrideWorldPartitionGrid | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_ScaleEntityCount | uint8 | InstancedActorsSettingsTypes.h |
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| bOverride_WorldPositionOffsetDisableDistance | uint8 | InstancedActorsSettingsTypes.h |
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| DetailedRepresentationLODDistance | double | Perform per-entity 'detailed' representation LOD calculation up to this distance from a viewer | InstancedActorsSettingsTypes.h |
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| ForceLowRepresentationLODDistance | double | Force 'Low' representation LOD for all entities further than this distance from a viewer | InstancedActorsSettingsTypes.h |
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| GameplayTags | FGameplayTagContainer | Gameplay Tags that can be used in Modifier queries | InstancedActorsSettingsTypes.h |
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| LODDistanceScales | TArray< float > | Sets LOD Distance Scale for low quality level, see IA.ViewDistanceQuality | InstancedActorsSettingsTypes.h |
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| MaxActorDistance | double | Distance in cm from player to spawn actors within. | InstancedActorsSettingsTypes.h |
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| MaxInstanceDistances | TArray< double > | Scale applied on MaxDrawDistance for low quality level, see IA.ViewDistanceQuality | InstancedActorsSettingsTypes.h |
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| ObjectClassVersion | uint8 | InstancedActorsSettingsTypes.h | ||
| OverrideWorldPartitionGrid | FName | What world partition grid should this instance be placed into. | InstancedActorsSettingsTypes.h |
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| ScaleEntityCount | float | Scale the number of entities spawned. It must be between 0.0 and 1.0, for 0% and 100% respectively. | InstancedActorsSettingsTypes.h |
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| WorldPositionOffsetDisableDistance | int32 | Distance in cm from which WPO is disabled | InstancedActorsSettingsTypes.h |
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Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ComputeLODDistanceData
(
double& OutMaxInstanceDistance, |
InstancedActorsSettingsTypes.h | ||
virtual FString DebugToString
(
bool bOverridesOnly |
InstancedActorsSettingsTypes.h | ||
bool GetAffectDistanceFieldLighting() |
InstancedActorsSettingsTypes.h | ||
virtual void OverrideIfDefault
(
FConstStructView OverrideSettings, |
Apply OverrideSettings to settings not already overridden Note: This is designed for applying settings in reverse order i.e: applying highest priority settings first. | InstancedActorsSettingsTypes.h | |
virtual void PostSerialize
(
const FArchive& Ar |
Sets up the cached tag containers | InstancedActorsSettingsTypes.h |
Deprecated Variables
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bOverride_MaxInstanceDistance_DEPRECATED | uint8 | InstancedActorsSettingsTypes.h |
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| MaxInstanceDistance_DEPRECATED | double | Final draw distance for ISMC instances | InstancedActorsSettingsTypes.h |
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See Also
- UInstancedActorsProjectSettings for settings registry info.