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API > API/Plugins > API/Plugins/InstancedActors
Inheritance Hierarchy
- FTableRowBase
- FInstancedActorsSettings
References
| Module | InstancedActors |
| Header | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Public/InstancedActorsSettingsTypes.h |
| Include | #include "InstancedActorsSettingsTypes.h" |
Syntax
USTRUCT (BlueprintType )
struct FInstancedActorsSettings : public FTableRowBase
Remarks
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.
Variables
| Type | Name | Description | |
|---|---|---|---|
| TSubclassOf< AActor > | ActorClass | Wholesale replace this type of entity with this actor instead. | |
| float | ActorEjectionMovementThreshold | 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. | |
| TArray< bool > | AffectDistanceFieldLighting | If enabled, then asset will be used in distance field lighting | |
| TArray< FName > | AppliedSettingsOverrides | Note: Don't forget to implement overriding for new settings in ApplyOverrides and Stringification in ToString. | |
| bool | bCanBeDamaged | Turn on or off damage. | |
| bool | bCanEverAffectNavigation | Can this object ever affect the navigation graph generation for AI etc. | |
| bool | bControlPhysicsState | Fix for PLAY-11011. If false, collision will not be managed by the mass LODs for this instance | |
| bool | bDisableAutoDistanceCulling | Disable auto computed distance culling using the bounding box of the static mesh - instance will render upto MaxInstanceDistance | |
| bool | bEjectOnActorMoved | 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. | |
| bool | bIgnoreModifierVolumes | Completely disable modifier volumes for this type of instance. | |
| bool | bInstancesCastShadows | Optional shadow casting override applied to instance ISMC's if set (shadow casting settings from ActorClass will be used for ISMC's if unset) | |
| uint8: 1 = false | bOverride_ActorClass | ||
| uint8: 1 = false | bOverride_ActorEjectionMovementThreshold | ||
| uint8: 1 = false | bOverride_AffectDistanceFieldLighting | ||
| uint8: 1 = false | bOverride_bCanBeDamaged | ||
| uint8: 1 = false | bOverride_bCanEverAffectNavigation | ||
| uint8: 1 = false | bOverride_bControlPhysicsState | ||
| uint8: 1 = false | bOverride_bDisableAutoDistanceCulling | ||
| uint8: 1 = false | bOverride_bEjectOnActorMoved | ||
| uint8: 1 = false | bOverride_bIgnoreModifierVolumes | ||
| uint8: 1 = false | bOverride_bInstancesCastShadows | ||
| uint8: 1 = false | bOverride_DetailedRepresentationLODDistance | ||
| uint8: 1 = false | bOverride_ForceLowRepresentationLODDistance | ||
| uint8: 1 = false | bOverride_LODDistanceScales | ||
| uint8: 1 = false | bOverride_MaxActorDistance | ||
| uint8: 1 = false | bOverride_MaxInstanceDistances | ||
| uint8: 1 = false | bOverride_OverrideWorldPartitionGrid | ||
| uint8: 1 = false | bOverride_ScaleEntityCount | ||
| uint8: 1 = false | bOverride_WorldPositionOffsetDisableDistance | ||
| double | DetailedRepresentationLODDistance | Perform per-entity 'detailed' representation LOD calculation up to this distance from a viewer | |
| double | ForceLowRepresentationLODDistance | Force 'Low' representation LOD for all entities further than this distance from a viewer | |
| TArray< float > | LODDistanceScales | Sets LOD Distance Scale for low quality level, see IA.ViewDistanceQuality | |
| double | MaxActorDistance | Distance in cm from player to spawn actors within. | |
| TArray< double > | MaxInstanceDistances | Scale applied on MaxDrawDistance for low quality level, see IA.ViewDistanceQuality | |
| uint8 | ObjectClassVersion | ||
| FName | OverrideWorldPartitionGrid | What world partition grid should this instance be placed into. | |
| float | ScaleEntityCount | Scale the number of entities spawned. It must be between 0.0 and 1.0, for 0% and 100% respectively. | |
| int32 | WorldPositionOffsetDisableDistance | Distance in cm from which WPO is disabled |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | ComputeLODDistanceData
(
double& OutMaxInstanceDistance, |
||
| FString | DebugToString
(
bool bOverridesOnly |
||
| bool | |||
| 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. | |
| void | PostSerialize
(
const FArchive& Ar |
Sets up the cached tag containers |
Constants
| Name | Description |
|---|---|
| DefaultMaxInstanceDistance |
Deprecated Variables
| Type | Name | Description | |
|---|---|---|---|
| uint8: 1 = false | bOverride_MaxInstanceDistance_DEPRECATED | ||
| double | MaxInstanceDistance_DEPRECATED | Final draw distance for ISMC instances |
See Also
UInstancedActorsProjectSettingsfor settings registry info.