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Every actor is hashed when it is saved so we can quickly check whether an actor has changed.
| Name | FActorSnapshotHash |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelSnapshots/Public/Data/Hashing/ActorSnapshotHash.h |
| Include Path | #include "Data/Hashing/ActorSnapshotHash.h" |
Syntax
USTRUCT ()
struct FActorSnapshotHash
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Crc32 | uint32 | Crc32 hash of actor when it was snapshot. | Data/Hashing/ActorSnapshotHash.h | |
| Crc32DataLength | int32 | How many bytes of data were in the data were used for CRC32. Used to avoid computing hash. | Data/Hashing/ActorSnapshotHash.h | |
| MD5 | FMD5Hash | MD5 hash of actor when it was snapshot. | Data/Hashing/ActorSnapshotHash.h | |
| MD5DataLength | int32 | How many bytes of data were in the data were used for MD5. Used to avoid computing hash. | Data/Hashing/ActorSnapshotHash.h | |
| MicroSecondsForCrc | double | How many micro seconds it took to compute the actor CRC32 during saving. | Data/Hashing/ActorSnapshotHash.h | |
| MicroSecondsForMD5 | double | How many micro seconds it took to compute the MD5 hash. | Data/Hashing/ActorSnapshotHash.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool HasCrc32() |
Data/Hashing/ActorSnapshotHash.h | ||
bool HasMD5() |
Data/Hashing/ActorSnapshotHash.h | ||
bool Serialize
(
FArchive& Archive |
Data/Hashing/ActorSnapshotHash.h |