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Defines level bounds Updates bounding box automatically based on actors transformation changes or holds fixed user defined bounding box Uses only actors where AActor::IsLevelBoundsRelevant() == true
| Name | ALevelBounds |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Engine/LevelBounds.h |
| Include Path | #include "Engine/LevelBounds.h" |
Syntax
UCLASS (HideCategories=(Advanced, Collision, Display, Rendering, Physics, Input),
ShowCategories=("Input|MouseInput", "Input|TouchInput"), MinimalAPI)
class ALevelBounds :
public AActor ,
public FTickableGameObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALevelBounds
- FTickableObjectBase → FTickableGameObject → ALevelBounds
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALevelBounds
(
const FObjectInitializer& ObjectInitializer |
Engine/LevelBounds.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bAutoUpdateBounds | bool | Whether to automatically update actor bounds based on all relevant actors bounds belonging to the same level | Engine/LevelBounds.h |
|
| BoxComponent | TObjectPtr< class UBoxComponent > | Bounding box for the level bounds. | Engine/LevelBounds.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsUsingDefaultBounds() |
Engine/LevelBounds.h | ||
void MarkLevelBoundsDirty() |
Marks level bounds as dirty so they will be recalculated on next tick | Engine/LevelBounds.h | |
void UpdateLevelBoundsImmediately () |
Update level bounds immediately so the bounds are accurate when returning. | Engine/LevelBounds.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanChangeIsSpatiallyLoadedFlag() |
Returns true if this actor allows changing the spatially loaded flag. | Engine/LevelBounds.h | |
virtual FBox GetComponentsBoundingBox
(
bool bNonColliding, |
Returns the world space bounding box of all components in this Actor. | Engine/LevelBounds.h | |
virtual bool IsLevelBoundsRelevant() |
Indicates whether this actor should participate in level bounds calculations | Engine/LevelBounds.h | |
virtual void PostEditMove
(
bool bFinished |
Called after an actor has been moved in the editor | Engine/LevelBounds.h | |
virtual void PostRegisterAllComponents () |
Called after all the components in the Components array are registered, called both in editor and during gameplay. | Engine/LevelBounds.h | |
virtual void PostUnregisterAllComponents() |
Called after all currently registered components are cleared | Engine/LevelBounds.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Engine/LevelBounds.h | ||
virtual void PostEditUndo() |
Engine/LevelBounds.h | ||
virtual void PostLoad() |
Engine/LevelBounds.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BroadcastLevelBoundsUpdated() |
Broadcasts LevelBoundsActorUpdatedEvent in case this actor acts as a level bounds | Engine/LevelBounds.h | |
void OnLevelActorAddedRemoved
(
AActor* InActor |
Called whenever any actor added or removed | Engine/LevelBounds.h | |
void OnLevelActorMoved
(
AActor* InActor |
Called whenever any actor moved | Engine/LevelBounds.h | |
void SubscribeToUpdateEvents() |
Subscribes for actors transformation events | Engine/LevelBounds.h | |
void UnsubscribeFromUpdateEvents() |
Unsubscribes from actors transformation events | Engine/LevelBounds.h | |
void UpdateLevelBounds() |
Updates this actor bounding box by summing all level actors bounding boxes | Engine/LevelBounds.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Tick
(
float DeltaTime |
FTickableGameObject interface, this ticks only in the editor regardless of viewport 'Realtime' option | Engine/LevelBounds.h |
Overridden from FTickableGameObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UWorld * GetTickableGameObjectWorld () |
Used to determine the specific world this object is associated with. | Engine/LevelBounds.h | |
virtual bool IsTickableInEditor () |
Used to determine whether the object should be ticked in the editor when there is no gameplay world. | Engine/LevelBounds.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
Return the stat id used to track the performance of this object | Engine/LevelBounds.h | |
virtual bool IsTickable () |
Virtual that can be overloaded by the inheriting class. | Engine/LevelBounds.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FBox CalculateLevelBounds
(
const ULevel* InLevel |
Engine/LevelBounds.h |