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API > API/Plugins > API/Plugins/PCG > API/Plugins/PCG/Grid
Inheritance Hierarchy
- APartitionActor
- APCGPartitionActor
References
| Module | PCG |
| Header | /Engine/Plugins/PCG/Source/PCG/Public/Grid/PCGPartitionActor.h |
| Include | #include "Grid/PCGPartitionActor.h" |
Syntax
UCLASS (NotBlueprintable, NotPlaceable)
class APCGPartitionActor : public APartitionActor
Remarks
The APCGPartitionActor actor is used to store grid cell data and its size will be a multiple of the grid size.
Variables
| Type | Name | Description | |
|---|---|---|---|
| FGuid | PCGGuid |
Constructors
| Type | Name | Description | |
|---|---|---|---|
APCGPartitionActor
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AddGraphInstance
(
UPCGComponent* OriginalComponent |
||
| void | BeginDestroy () |
||
| void | BeginPlay () |
||
| bool | ChangeTransientState
(
UPCGComponent* OriginalComponent, |
Changes transient state for the local component matching the given original component. | |
| void | CleanupDeadGraphInstances
(
bool bRemoveNonNullOnly |
||
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
||
| void | GetActorBounds
(
bool bOnlyCollidingComponents, |
||
| TSet< TObjectPtr< UPCGComponent > > | Return an array of all the PCGComponents on this actor | ||
| TSet< TObjectPtr< UPCGComponent > > | Return a set of all the PCGComponents linked to this actor | ||
| uint32 | GetDefaultGridSize
(
UWorld* InWorld |
||
| FBox | |||
| FIntVector | GetGridCoord () |
||
| FGuid | GetGridGuid () |
||
| UPCGComponent * | GetLocalComponent
(
const UPCGComponent* OriginalComponent |
TODO: Make this in-editor only; during runtime, we should keep a map of component to bounds/volume only and preferably precompute the intersection, so this would make it easier/possible to not have the original actor in game version. | |
| UPCGComponent * | GetOriginalComponent
(
const UPCGComponent* LocalComponent |
||
| uint32 | |||
| FString | GetPCGPartitionActorName
(
uint32 GridSize, |
Gets the name this partition actor should have. | |
| AActor * | |||
| bool | Return true if this PA has any graph instances. | ||
| bool | |||
| bool | [Game thread only] Return if the actor is safe for deletion, meaning no generation is currently running on all original components. | ||
| bool | |||
| void | PostCreation
(
const FGuid& InGridGUID, |
To be called after the creation of a new actor to set the grid guid and size. | |
| void | PostLoad () |
||
| void | |||
| void | |||
| void | RegisterPCG () |
Register with the PCG Subsystem. | |
| void | RemapGraphInstance
(
const UPCGComponent* OldOriginalComponent, |
||
| bool | RemoveGraphInstance
(
UPCGComponent* OriginalComponent |
||
| void | RemoveLocalComponent
(
UPCGComponent* LocalComponent |
When a local component is destroyed. It calls this function. We make sure we don't keep mappings that are dead. | |
| void | Serialize
(
FArchive& Ar |
||
| void | Marks this PartitionActor as managed by the runtime generation system. | ||
| bool | |||
| bool | Teleport
(
const FVector& NewLocation |
Forces the actor location to change even if its mobility is static. | |
| void | Unregister with the PCG Subsystem. |