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| Name | LevelSnapshots |
| Type | Plugin |
| Part of Plugins | LevelSnapshots |
| Location | /Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelSnapshots/ |
| Module Build Rules | LevelSnapshots.Build.cs |
Classes
| Name | Remarks |
|---|---|
| FClassRestorationSkipper | Disallows provided classes. |
| FRestorableObjectSelection | |
| ULevelSnapshot | Holds the state of a world at a given time. |
| ULevelSnapshotsEngineSubsystem | Exposes some native Level Snapshots events to Blueprint scripting. |
| ULevelSnapshotsFilteringLibrary | |
| ULevelSnapshotsFunctionLibrary | |
| ULevelSnapshotsSettings |
Structs
Interfaces
| Name | Remarks |
|---|---|
| IActorSnapshotFilter | Can decide whether a given actor can be added to or removed from the world. |
| ICustomObjectSnapshotSerializer | External modules can implement this interface to customise how specific classes are snapshot and restored. |
| ICustomSnapshotSerializationData | Utility for saving / restoring properties of an object. |
| ILevelSnapshotsModule | |
| IPropertyComparer | Defines a callback for deciding whether a property has changed. |
| IRestorationListener | Exposes callbacks for when: |
| ISnapshotFilterExtender | Allows you to receive callbacks when an object is filtered and to display additional properties in the results view. |
| ISnapshotLoader | Receives callbacks when an object is loaded into the snapshot world. |
| ISnapshotRestorabilityOverrider | Exposes callbacks for deciding whether an actor or component is exposed to the snapshot system. |
| ISnapshotSubobjectMetaData | Manages meta data needed by external modules to restore objects |
| ITakeSnapshotListener | Exposes callbacks for when a snapshot is taken |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FClassDataIndex | uint32 | An index to FWorldSnapshotData::ClassData. | Data/SnapshotUtilTypes.h |
| FDeserializedActorGetter | TFunctionRef< TOptional< TNonNullPtr< AActor > >()> | Restorability/Interfaces/IActorSnapshotFilter.h | |
| FObjectAnnotator | TBaseDelegate_OneParam< void, FArchive & > | Restorability/Params/ObjectSnapshotSerializationData.h |
Enums
Public
| Name | Remarks |
|---|---|
| ECachedDiffResult | |
| EHashAlgorithmChooseBehavior::Type | |
| ESnapshotClassFlags | |
| ESnapshotCompressionLevel | ESnapshotCompressionLevel and ESnapshotCompressor copied from OodleDataCompression.h - there is no UENUM version at time of duplication. |
| ESnapshotCompressor |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| LogLevelSnapshots | FLogCategoryLogLevelSnapshots | LevelSnapshotsLog.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GDoubleComparisonPrecision | double | PropertyInfoHelpers.h | ||
| GFloatComparisonPrecision | float | PropertyInfoHelpers.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool operator!
(
ESnapshotClassFlags E |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags operator&
(
ESnapshotClassFlags Lhs, |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags & operator&=
(
ESnapshotClassFlags& Lhs, |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags operator^
(
ESnapshotClassFlags Lhs, |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags & operator^=
(
ESnapshotClassFlags& Lhs, |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags operator|
(
ESnapshotClassFlags Lhs, |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags & operator|=
(
ESnapshotClassFlags& Lhs, |
Data/ClassSnapshotData.h | ||
ESnapshotClassFlags operator~
(
ESnapshotClassFlags E |
Data/ClassSnapshotData.h | ||
bool UE::LevelSnapshots::AreNumericPropertiesNearlyEqual
(
const FNumericProperty* Property, |
PropertyInfoHelpers.h | ||
FOodleDataCompression::ECompressionLevel UE::LevelSnapshots::Compression::CastCompressionLevel
(
ESnapshotCompressionLevel Value |
Settings/SnapshotCompressionSettings.h | ||
FOodleDataCompression::ECompressor UE::LevelSnapshots::Compression::CastCompressor
(
ESnapshotCompressor Value |
Settings/SnapshotCompressionSettings.h | ||
FProperty * UE::LevelSnapshots::GetParentProperty
(
const FProperty* Property |
PropertyInfoHelpers.h | ||
bool UE::LevelSnapshots::IsPropertyCollection
(
const FProperty* Property |
Returns true if the property is a set, array, map, etc but NOT a struct | PropertyInfoHelpers.h | |
bool UE::LevelSnapshots::IsPropertyComponentOrSubobject
(
const FProperty* Property |
A quick property flag check. Assumes the property flags are properly set/deserialized | PropertyInfoHelpers.h | |
bool UE::LevelSnapshots::IsPropertyContainer
(
const FProperty* Property |
Returns true if the property is a struct, map, array, set, etc | PropertyInfoHelpers.h | |
bool UE::LevelSnapshots::IsPropertyInCollection
(
const FProperty* Property |
Is the property an element of a set, array, map, etc | PropertyInfoHelpers.h | |
bool UE::LevelSnapshots::IsPropertyInContainer
(
const FProperty* Property |
Is the property an element of a struct, set, array, map, etc | PropertyInfoHelpers.h | |
bool UE::LevelSnapshots::IsPropertyInMap
(
const FProperty* Property |
PropertyInfoHelpers.h | ||
bool UE::LevelSnapshots::IsPropertyInStruct
(
const FProperty* Property |
PropertyInfoHelpers.h | ||
bool UE::LevelSnapshots::Restorability::IsActorDesirableForCapture
(
const AActor* Actor |
Is this actor captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsActorRestorable
(
const AActor* Actor |
Can this actor be restored? Stronger requirement than IsActorDesirableForCapture: we may capture the data but not support restoring it at the moment. | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsComponentDesirableForCapture
(
const UActorComponent* Component |
Is this component captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsPropertyDesirableForCapture
(
const FProperty* Property |
Can the property be captured? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsPropertyExplicitlySupportedForCapture
(
const FProperty* Property |
Is this property always captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsPropertyExplicitlyUnsupportedForCapture
(
const FProperty* Property |
Is this property never captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsRestorableProperty
(
const FProperty* LeafProperty |
Is this property captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsSubobjectClassDesirableForCapture
(
const UClass* SubobjectClass |
Is this subobject class captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::IsSubobjectDesirableForCapture
(
const UObject* Subobject |
Is this subobject captured by the snapshot system? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::ShouldConsiderMatchedActorForRestoration
(
const FCanModifyMatchedActorParams& Params, |
The actor exists in the world and the snapshot. Should we show it in the list of modified actors? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::ShouldConsiderNewActorForRemoval
(
const AActor* Actor, |
The actor did not exist in the snapshot. Should we show it in the list of added actors? | Restorability/SnapshotRestorability.h | |
bool UE::LevelSnapshots::Restorability::ShouldConsiderRemovedActorForRecreation
(
const FCanRecreateActorParams& Params, |
The actor was removed from the snapshot. Should we show it in the list of removed actors? | Restorability/SnapshotRestorability.h | |
void UE::LevelSnapshots::UpdateDecimalComparisionPrecision
(
float FloatPrecision, |
PropertyInfoHelpers.h |