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Unreal Engine C++ API Reference > Plugins > VariantManagerContent
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- ULevelVariantSets
References
Module | VariantManagerContent |
Header | /Engine/Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Public/LevelVariantSets.h |
Include | #include "LevelVariantSets.h" |
Syntax
UCLASS&40;BlueprintType&41;
class ULevelVariantSets : public UObject
Constructors
Type | Name | Description | |
---|---|---|---|
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ULevelVariantSets
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
---|---|---|---|
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void | AddVariantSets
(
const TArray< UVariantSet* >& NewVariantSets, |
|
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UObject * | ||
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UBlueprintGeneratedClass * | ||
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UObject * | GetDirectorInstance
(
UObject* WorldContext |
Return an existing or create a new director instance for the world that WorldContext is in. |
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int32 | ||
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FString | GetUniqueVariantSetName
(
const FString& Prefix |
|
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UVariantSet * | GetVariantSet
(
int32 VariantSetIndex |
|
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UVariantSet * | GetVariantSetByName
(
FString VariantSetName |
|
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int32 | GetVariantSetIndex
(
UVariantSet* VarSet |
|
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const TArray< UVariantSet * > & | ||
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UWorld * | GetWorldContext
(
int32& OutPIEInstanceID |
Returns the current world, as well as its PIEInstanceID This will break when the engine starts supporting multiple, concurrent worlds |
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void | OnDirectorBlueprintRecompiled
(
UBlueprint* InBP |
|
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void | RemoveVariantSets
(
const TArray< UVariantSet* > InVariantSets |
|
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void | ||
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void | SetDirectorGeneratedBlueprint
(
UObject* InDirectorBlueprint |
Overridden from UObject
Type | Name | Description | |
---|---|---|---|
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void | BeginDestroy () |
Called before destroying the object. |
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void | Handles reading, writing, and reference collecting using FArchive. |