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API > API/Plugins > API/Plugins/VariantManagerContent
| Name | ALevelVariantSetsActor |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/LevelVariantSetsActor.h |
| Include Path | #include "LevelVariantSetsActor.h" |
Syntax
UCLASS (MinimalAPI, HideCategories=(Rendering, Physics, HLOD, Activation, Input, Actor, Cooking))
class ALevelVariantSetsActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALevelVariantSetsActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALevelVariantSetsActor
(
const FObjectInitializer& Init |
LevelVariantSetsActor.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| LevelVariantSets | FSoftObjectPath | LevelVariantSetsActor.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| DirectorInstances | TMap< TObjectPtr< UBlueprintGeneratedClass >, TObjectPtr< ULevelVariantSetsFunctionDirector > > | LevelVariantSetsActor.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevelVariantSets * GetLevelVariantSets
(
bool bLoad |
Non-const so that it doesn't show as pure in blueprints, since it might trigger a load | LevelVariantSetsActor.h |
|
void SetLevelVariantSets
(
ULevelVariantSets* InVariantSets |
LevelVariantSetsActor.h |
|
|
bool SwitchOnVariantByIndex
(
int32 VariantSetIndex, |
LevelVariantSetsActor.h |
|
|
| LevelVariantSetsActor.h |
|