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Actor holding smart object persistent data
| Name | ASmartObjectPersistentCollection |
| Type | class |
| Header File | /Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectPersistentCollection.h |
| Include Path | #include "SmartObjectPersistentCollection.h" |
Syntax
UCLASS (MinimalAPI, NotBlueprintable,
HideCategories=(Rendering, Replication, Collision, Input, HLOD, Actor, LOD, Cooking, WorldPartition))
class ASmartObjectPersistentCollection : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ASmartObjectPersistentCollection
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ASmartObjectPersistentCollection
(
const FObjectInitializer& ObjectInitializer |
SmartObjectPersistentCollection.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnSmartObjectChangedDelegateHandle | FDelegateHandle | SmartObjectPersistentCollection.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
const FBox & GetBounds() |
SmartObjectPersistentCollection.h | ||
const TArray< FSmartObjectCollectionEntry > & GetEntries() |
SmartObjectPersistentCollection.h | ||
FSmartObjectContainer & GetMutableSmartObjectContainer() |
SmartObjectPersistentCollection.h | ||
const FSmartObjectContainer & GetSmartObjectContainer() |
SmartObjectPersistentCollection.h | ||
bool IsEmpty() |
SmartObjectPersistentCollection.h | ||
void ResetCollection
(
const int32 ExpectedNumElements |
SmartObjectPersistentCollection.h | ||
void SetBounds
(
const FBox& InBounds |
SmartObjectPersistentCollection.h | ||
bool ShouldDebugDraw() |
SmartObjectPersistentCollection.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AppendToCollection
(
const TConstArrayView< USmartObjectComponent* > InComponents |
Adds contents of InComponents to the stored SmartObjectContainer. | SmartObjectPersistentCollection.h | |
void ClearCollection() |
Removes all entries from the collection. | SmartObjectPersistentCollection.h |
|
bool IsRegistered() |
SmartObjectPersistentCollection.h | ||
void OnRegistered() |
SmartObjectPersistentCollection.h | ||
void OnSmartObjectComponentChanged
(
const USmartObjectComponent& Instance |
SmartObjectPersistentCollection.h | ||
void OnSmartObjectComponentChanged
(
TNotNull< const USmartObjectComponent* > Instance |
SmartObjectPersistentCollection.h | ||
void OnUnregistered() |
SmartObjectPersistentCollection.h | ||
void RebuildCollection() |
Rebuild entries in the collection using all the SmartObjectComponents currently loaded in the level. | SmartObjectPersistentCollection.h |
|
virtual bool RegisterWithSubsystem
(
const FString& Context |
SmartObjectPersistentCollection.h | ||
virtual bool UnregisterWithSubsystem
(
const FString& Context |
SmartObjectPersistentCollection.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Destroyed() |
SmartObjectPersistentCollection.h | ||
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
SmartObjectPersistentCollection.h | ||
virtual void PostActorCreated() |
SmartObjectPersistentCollection.h | ||
virtual void PostUnregisterAllComponents() |
SmartObjectPersistentCollection.h | ||
virtual void PreRegisterAllComponents() |
SmartObjectPersistentCollection.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditUndo() |
SmartObjectPersistentCollection.h | ||
virtual void PostLoad() |
SmartObjectPersistentCollection.h |