Navigation
API > API/Plugins > API/Plugins/LevelSnapshots
Binds an object to its selected properties
| Name | FPropertySelectionMap |
| Type | struct |
| Header File | /Engine/Plugins/VirtualProduction/LevelSnapshots/Source/LevelSnapshots/Public/Filtering/PropertySelectionMap.h |
| Include Path | #include "Filtering/PropertySelectionMap.h" |
Syntax
struct FPropertySelectionMap
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DeletedActorsToRespawn | TSet< FSoftObjectPath > | These actors were removed since the snapshot was taken. | Filtering/PropertySelectionMap.h | |
| EditorActorToComponentSelection | TMap< FSoftObjectPath, UE::LevelSnapshots::FAddedAndRemovedComponentInfo > | Maps an editor world actor to the components that should be added or removed. | Filtering/PropertySelectionMap.h | |
| EditorWorldObjectToCustomSubobjectSelection | TMap< FSoftObjectPath, UE::LevelSnapshots::FCustomSubobjectRestorationInfo > | Maps an editor world object to the custom subobjects discovered by ICustomObjectSnapshotSerializer which need restoring. | Filtering/PropertySelectionMap.h | |
| EditorWorldObjectToSelectedProperties | TMap< FSoftObjectPath, FPropertySelection > | Maps an editor world actor to the properties that should be restored to values in a snapshot. | Filtering/PropertySelectionMap.h | |
| NewActorsToDespawn | TSet< TWeakObjectPtr< AActor > > | These actors were added since the snapshot was taken. Remove them. | Filtering/PropertySelectionMap.h | |
| SubobjectsMarkedForReferencesRestorationOnly | TSet< FSoftObjectPath > | Contains objects which we do not serialize into: only replace references to them. | Filtering/PropertySelectionMap.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddComponentSelection
(
AActor* EditorWorldActor, |
Filtering/PropertySelectionMap.h | ||
void AddCustomEditorSubobjectToRecreate
(
UObject* EditorWorldOwner, |
Recreate a Custom subobject that exists in snapshot world but is missing from editor world. | Filtering/PropertySelectionMap.h | |
void AddDeletedActorToRespawn
(
const FSoftObjectPath& Original |
Respawn the actor from the data in the snapshot. | Filtering/PropertySelectionMap.h | |
void AddNewActorToDespawn
(
AActor* WorldActor |
Destroy the given actors when a snapshot is applied. | Filtering/PropertySelectionMap.h | |
bool AddObjectProperties
(
UObject* WorldObject, |
Binds properties to an object which are supposed to be rolled back. | Filtering/PropertySelectionMap.h | |
void Empty
(
bool bCanShrink |
Filtering/PropertySelectionMap.h | ||
void ForEachModifiedObject
(
TFunctionRef< void(const FSoftObjectPath&)> Callback |
Filtering/PropertySelectionMap.h | ||
const TSet< FSoftObjectPath > & GetDeletedActorsToRespawn() |
Filtering/PropertySelectionMap.h | ||
TArray< UObject * > GetDirectSubobjectsWithProperties
(
UObject* Root |
Gets the direct subobjects of root that have selected properties. | Filtering/PropertySelectionMap.h | |
int32 GetKeyCount() |
Filtering/PropertySelectionMap.h | ||
TArray< FSoftObjectPath > GetKeys() |
Filtering/PropertySelectionMap.h | ||
const TSet< TWeakObjectPtr< AActor > > & GetNewActorsToDespawn() |
Filtering/PropertySelectionMap.h | ||
UE::LevelSnapshots::FRestorableObjectSelection GetObjectSelection
(
const FSoftObjectPath& EditorWorldObject |
Filtering/PropertySelectionMap.h | ||
bool HasAnyModifiedActors() |
Filtering/PropertySelectionMap.h | ||
bool HasChanges
(
AActor* EditorWorldActor |
Filtering/PropertySelectionMap.h | ||
bool HasChanges
(
UActorComponent* EditorWorldComponent |
Filtering/PropertySelectionMap.h | ||
bool HasChanges
(
UObject* EditorWorldObject |
Filtering/PropertySelectionMap.h | ||
bool IsSubobjectMarkedForReferenceRestorationOnly
(
const FSoftObjectPath& WorldSubobjectPath |
Filtering/PropertySelectionMap.h | ||
void MarkSubobjectForRestoringReferencesButSkipProperties
(
UObject* WorldSubbject |
Tracks a subobject so we only restore references pointing to it but not serialize its properties. | Filtering/PropertySelectionMap.h | |
void RemoveComponentSelection
(
AActor* EditorWorldActor |
Filtering/PropertySelectionMap.h | ||
void RemoveCustomEditorSubobjectToRecreate
(
UObject* EditorWorldOwner, |
Filtering/PropertySelectionMap.h | ||
void RemoveDeletedActorToRespawn
(
const FSoftObjectPath& Original |
Filtering/PropertySelectionMap.h | ||
void RemoveNewActorToDespawn
(
AActor* WorldActor |
Filtering/PropertySelectionMap.h | ||
void RemoveObjectPropertiesFromMap
(
UObject* WorldObject |
Filtering/PropertySelectionMap.h |