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This managed resource class is used to tie multiple components in the same resource so that they are cleaned up all at the same time.
| Name | UPCGManagedComponentList |
| Type | class |
| Header File | /Engine/Plugins/PCG/Source/PCG/Public/PCGManagedResource.h |
| Include Path | #include "PCGManagedResource.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class UPCGManagedComponentList : public UPCGManagedComponentBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UPCGManagedResource → UPCGManagedComponentBase → UPCGManagedComponentList
Derived Classes
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| GeneratedComponents | TArray< TSoftObjectPtr< UActorComponent > > | PCGManagedResource.h |
|
Functions
Public
Overridden from UPCGManagedComponentBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void ForgetComponent
(
int32 ComponentIndex |
PCGManagedResource.h | ||
virtual void HideComponent
(
int32 ComponentIndex |
Hides the content of the component in a transient way (such as unregistering) | PCGManagedResource.h |
Overridden from UPCGManagedResource
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool Release
(
bool bHardRelease, |
Releases/Mark Unused the resource depending on the bHardRelease flag. | PCGManagedResource.h | |
virtual bool ReleaseIfUnused
(
TSet< TSoftObjectPtr< AActor > >& OutActorsToDelete |
Releases resource if empty or unused. | PCGManagedResource.h |
Protected
Overridden from UPCGManagedComponentBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TArrayView< TSoftObjectPtr< UActorComponent > > GetComponentsArray() |
PCGManagedResource.h | ||
virtual int32 GetComponentsCount() |
PCGManagedResource.h |