Navigation
API > API/Plugins > API/Plugins/VariantManagerContent
| Name | ULevelVariantSets |
| Type | class |
| Header File | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/LevelVariantSets.h |
| Include Path | #include "LevelVariantSets.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType)
class ULevelVariantSets : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → ULevelVariantSets
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevelVariantSets
(
const FObjectInitializer& ObjectInitializer |
LevelVariantSets.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| CurrentPIEInstanceID | int32 | LevelVariantSets.h | ||
| CurrentWorld | UWorld * | LevelVariantSets.h | ||
| DirectorBlueprint | TObjectPtr< UObject > | A pointer to the director blueprint that generates this levelvariantsets' DirectorClass. | LevelVariantSets.h | |
| DirectorClass | TObjectPtr< UBlueprintGeneratedClass > | The class that is used to spawn this levelvariantsets' director instance. | LevelVariantSets.h | |
| EndPlayDelegateHandle | FDelegateHandle | LevelVariantSets.h | ||
| OnBlueprintCompiledHandle | FDelegateHandle | LevelVariantSets.h | ||
| VariantSets | TArray< TObjectPtr< UVariantSet > > | LevelVariantSets.h | ||
| WorldToDirectorInstance | TMap< UWorld *, TWeakObjectPtr< UObject > > | We keep one director instance per world to serve as world context for our function caller functions. | LevelVariantSets.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddVariantSets
(
const TArray< UVariantSet* >& NewVariantSets, |
LevelVariantSets.h | ||
UObject * GetDirectorGeneratedBlueprint() |
LevelVariantSets.h | ||
UBlueprintGeneratedClass * GetDirectorGeneratedClass() |
LevelVariantSets.h | ||
| Return an existing or create a new director instance for the world that WorldContext is in. | LevelVariantSets.h | ||
int32 GetNumVariantSets() |
LevelVariantSets.h |
|
|
| LevelVariantSets.h | |||
UVariantSet * GetVariantSet
(
int32 VariantSetIndex |
LevelVariantSets.h |
|
|
UVariantSet * GetVariantSetByName
(
FString VariantSetName |
LevelVariantSets.h |
|
|
int32 GetVariantSetIndex
(
UVariantSet* VarSet |
LevelVariantSets.h | ||
const TArray< UVariantSet * > & GetVariantSets() |
LevelVariantSets.h | ||
UWorld * GetWorldContext
(
int32& OutPIEInstanceID |
Returns the current world, as well as its PIEInstanceID This will break when the engine starts supporting multiple, concurrent worlds | LevelVariantSets.h | |
void OnDirectorBlueprintRecompiled
(
UBlueprint* InBP |
LevelVariantSets.h | ||
void RemoveVariantSets
(
const TArray< UVariantSet* > InVariantSets |
LevelVariantSets.h | ||
void ResetWorldContext() |
LevelVariantSets.h | ||
void SetDirectorGeneratedBlueprint
(
UObject* InDirectorBlueprint |
LevelVariantSets.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
LevelVariantSets.h | ||
virtual void Serialize
(
FArchive& Ar |
LevelVariantSets.h |