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Unreal Engine C++ API Reference > Plugins > LevelSnapshotFilters > ULevelSnapshotFilter
- ULevelSnapshotFilter::IsAddedActorValid()
- UPropertySelectorFilter::IsAddedActorValid()
- UOrFilter::IsAddedActorValid()
- UAndFilter::IsAddedActorValid()
- UActorInMapFilter::IsAddedActorValid()
- UConstantFilter::IsAddedActorValid()
- UActorSelectorFilter::IsAddedActorValid()
- UActorInMapFilter::IsAddedActorValid()
- ULambdaFilter::IsAddedActorValid()
- UNegationFilter::IsAddedActorValid()
- ULevelSnapshotBlueprintFilter::IsAddedActorValid()
- UPropertySelectorFilter::IsAddedActorValid()
- UActorInMapFilter::IsAddedActorValid()
- UActorSelectorFilter::IsAddedActorValid()
- UActorInMapFilter::IsAddedActorValid()
References
Module | LevelSnapshotFilters |
Header | /Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelShapshotFilters/Public/LevelSnapshotFilters.h |
Include | #include "LevelSnapshotFilters.h" |
Source | /Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelShapshotFilters/Private/LevelSnapshotFilters.cpp |
virtual EFilterResult::Type IsAddedActorValid
&40;
const FIsAddedActorValidParams & Params
&41; const
Remarks
This is called when an actor was added to the world since the snapshot had been taken. Whether to track the added actor