Navigation
API > API/Plugins > API/Plugins/SmartObjectsModule
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- ASmartObjectPersistentCollection
- ASmartObjectTestCollection
References
| Module | SmartObjectsModule |
| Header | /Engine/Plugins/Runtime/SmartObjects/Source/SmartObjectsModule/Public/SmartObjectPersistentCollection.h |
| Include | #include "SmartObjectPersistentCollection.h" |
Syntax
UCLASS (NotBlueprintable,
HideCategories=(Rendering, Replication, Collision, Input, HLOD, Actor, LOD, Cooking, WorldPartition))
class ASmartObjectPersistentCollection : public AActor
Remarks
Actor holding smart object persistent data
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bEnableDebugDrawing | ||
| bool | bRegistered | ||
| bool | bUpdateCollectionOnSmartObjectsChange | ||
| TObjectPtr< USmartObjectContainerRenderingComponent > | RenderingComponent | ||
| FSmartObjectContainer | SmartObjectContainer | ||
| TObjectPtr< UBillboardComponent > | SpriteComponent |
Constructors
| Type | Name | Description | |
|---|---|---|---|
ASmartObjectPersistentCollection
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AppendToCollection
(
const TConstArrayView< USmartObjectComponent* > InComponents |
Adds contents of InComponents to the stored SmartObjectContainer. | |
| void | Removes all entries from the collection. | ||
| const FBox & | GetBounds () |
||
| const TArray< FSmartObjectCollectionEntry > & | GetEntries () |
||
| FSmartObjectContainer & | |||
| const FSmartObjectContainer & | |||
| bool | IsEmpty () |
||
| bool | IsRegistered () |
||
| void | OnRegistered () |
||
| void | OnSmartObjectComponentChanged
(
const USmartObjectComponent& Instance |
||
| void | |||
| void | Rebuild entries in the collection using all the SmartObjectComponents currently loaded in the level. | ||
| bool | RegisterWithSubsystem
(
const FString& Context |
||
| void | ResetCollection
(
const int32 ExpectedNumElements |
||
| void | |||
| bool | |||
| bool | UnregisterWithSubsystem
(
const FString& Context |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | Destroyed () |
Called when this actor is explicitly being destroyed during gameplay or in the editor, not called during level streaming or gameplay ending | |
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| void | Called when an actor is done spawning into the world (from UWorld::SpawnActor), both in the editor and during gameplay For actors with a root component, the location and rotation will have already been set. | ||
| void | Called after all currently registered components are cleared | ||
| void | Called before all the components in the Components array are registered, called both in editor and during gameplay |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostEditUndo () |
Called after applying a transaction to the object. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |