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| Name | ALightWeightInstanceManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/LightWeightInstanceManager.h |
| Include Path | #include "GameFramework/LightWeightInstanceManager.h" |
Syntax
UCLASS (BlueprintType, Blueprintable, Experimental, MinimalAPI)
class ALightWeightInstanceManager :
public AActor ,
public IActorInstanceManagerInterface
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → ALightWeightInstanceManager
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ALightWeightInstanceManager
(
const FObjectInitializer& ObjectInitializer |
GameFramework/LightWeightInstanceManager.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~ALightWeightInstanceManager() |
GameFramework/LightWeightInstanceManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FActorInstanceHandle ConvertActorToLightWeightInstance
(
AActor* InActor |
Returns a handle to a light weight instance representing the same object as InActor and calls destroy on InActor if successful. | GameFramework/LightWeightInstanceManager.h | |
FInt32Vector3 ConvertPositionToCoord
(
const FVector& InPosition |
Helper that converts a position (world space) into a coordinate for the LWI grid. | GameFramework/LightWeightInstanceManager.h | |
FBox ConvertPositionToGridBounds
(
const FVector& InPosition |
Helper that retrieve the world space bounds of the LWI grid cell encompassing the provided coordinate. | GameFramework/LightWeightInstanceManager.h | |
bool DoesAcceptClass
(
const UClass* OtherClass |
Returns true if this manager is capable of representing objects of type OtherClass. | GameFramework/LightWeightInstanceManager.h | |
bool DoesRepresentClass
(
const UClass* OtherClass |
Returns true if this manager stores instances that can be turned into full weight objects of class OtherClass. | GameFramework/LightWeightInstanceManager.h | |
int32 FindIndexForActor
(
const AActor* InActor |
Returns the index of the light weight instance associated with InActor if one exists; otherwise we return INDEX_NONE. | GameFramework/LightWeightInstanceManager.h | |
UClass * GetAcceptedClass() |
Returns the base class of types that this can manage. | GameFramework/LightWeightInstanceManager.h | |
virtual int32 GetGridSize() |
LWI grid size to use for this manager. | GameFramework/LightWeightInstanceManager.h | |
FVector GetLocation
(
const FActorInstanceHandle& Handle |
Returns the location of the instance specified by Handle. | GameFramework/LightWeightInstanceManager.h | |
FString GetName
(
const FActorInstanceHandle& Handle |
Returns the name of the instance specified by Handle. | GameFramework/LightWeightInstanceManager.h | |
FRotator GetRotation
(
const FActorInstanceHandle& Handle |
Returns the rotation of the instance specified by Handle. | GameFramework/LightWeightInstanceManager.h | |
bool HasAnyValidInstancesOrManagedActors() |
GameFramework/LightWeightInstanceManager.h | ||
virtual void SetRepresentedClass
(
UClass* ActorClass |
Sets the specific class that this manages. | GameFramework/LightWeightInstanceManager.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Tick
(
float DeltaSeconds |
Function called every frame on this Actor. | GameFramework/LightWeightInstanceManager.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void GetLifetimeReplicatedProps
(
TArray< FLifetimeProperty >& OutLifetimeProps |
Data and replication functions | GameFramework/LightWeightInstanceManager.h |
Overridden from IActorInstanceManagerInterface
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual int32 ConvertCollisionIndexToInstanceIndex
(
int32 InIndex, |
Returns the index used internally by the actor instance manager that is associated with the instance referred to by InIndex used by collision and rendering | GameFramework/LightWeightInstanceManager.h | |
virtual AActor * FindActor
(
const FActorInstanceHandle& Handle |
Returns the actor associated with Handle if one exists. | GameFramework/LightWeightInstanceManager.h | |
virtual AActor * FindOrCreateActor
(
const FActorInstanceHandle& Handle |
Returns the actor associated with Handle. If one does not exist the system is expected to spawn one instantly. | GameFramework/LightWeightInstanceManager.h | |
virtual ULevel * GetLevelForInstance
(
const int32 InstanceIndex |
Returns the ULevel given instance is represented in. Potentially null if InstanceIndex doesn't correspond to an actor. | GameFramework/LightWeightInstanceManager.h | |
virtual UClass * GetRepresentedClass
(
const int32 InstanceIndex |
Returns the specific class InstanceIndex represents. | GameFramework/LightWeightInstanceManager.h | |
virtual FTransform GetTransform
(
const FActorInstanceHandle& Handle |
Returns the transform of the instance specified by Handle. | GameFramework/LightWeightInstanceManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
int32 AddNewInstance
(
FLWIData* InitData |
GameFramework/LightWeightInstanceManager.h | ||
virtual void AddNewInstanceAt
(
FLWIData* InitData, |
Adds a new instance at the specified index. | GameFramework/LightWeightInstanceManager.h | |
virtual FLWIData * AllocateInitData() |
Allocates the appropriate subclass of FLWIData to initialize instances for this manager. The caller is responsible for freeing the memory when they are finished. | GameFramework/LightWeightInstanceManager.h | |
virtual int32 ConvertHandleIndexToInternalIndex
(
int32 InHandleIndex |
GameFramework/LightWeightInstanceManager.h | ||
AActor * ConvertInstanceToActor
(
const FActorInstanceHandle& Handle |
Creates an actor to replace the instance specified by Handle. | GameFramework/LightWeightInstanceManager.h | |
virtual int32 ConvertInternalIndexToHandleIndex
(
int32 InInternalIndex |
Helper functions for converting between our internal storage indices and the indices used by external bookkeeping. | GameFramework/LightWeightInstanceManager.h | |
bool FindActorForHandle
(
const FActorInstanceHandle& Handle |
Checks if we already have an actor for this handle. If an actor already exists we set the Actor variable on Handle and return true. | GameFramework/LightWeightInstanceManager.h | |
virtual UClass * GetActorClassToSpawn
(
const FActorInstanceHandle& Handle |
Returns the class to use when spawning a new actor. | GameFramework/LightWeightInstanceManager.h | |
UClass * GetRepresentedClassInternal() |
GameFramework/LightWeightInstanceManager.h | ||
virtual void GrowDataArrays () |
Increases the size of all of our data arrays to NewSize. | GameFramework/LightWeightInstanceManager.h | |
bool IsIndexValid
(
int32 Index |
Returns true if we have current information for an instance at Index. | GameFramework/LightWeightInstanceManager.h | |
virtual void OnRep_Transforms() |
GameFramework/LightWeightInstanceManager.h | ||
virtual void OnSpawnedActorDestroyed
(
AActor* DestroyedActor, |
Called after a spawned actor is destroyed. | GameFramework/LightWeightInstanceManager.h | |
virtual void PostActorSpawn
(
const FActorInstanceHandle& Handle |
Called after spawning a new actor from a light weight instance. | GameFramework/LightWeightInstanceManager.h | |
virtual void PreSpawnInitalization
(
const FActorInstanceHandle& Handle, |
Called after actor construction but before other systems see this actor spawn. | GameFramework/LightWeightInstanceManager.h | |
virtual void RemoveInstance
(
int32 Index |
Removes the instance. | GameFramework/LightWeightInstanceManager.h | |
| Gathers info from InActor and stores it in InData. Returns true if the relevant data was successfully copied. | GameFramework/LightWeightInstanceManager.h | ||
virtual void SetSpawnParameters
(
FActorSpawnParameters& SpawnParams |
Sets the parameters for actor spawning. | GameFramework/LightWeightInstanceManager.h | |
virtual void UpdateDataAtIndex
(
FLWIData* InData, |
Populates the data array entries at Index with the data stored in InData;. | GameFramework/LightWeightInstanceManager.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Editor functions | GameFramework/LightWeightInstanceManager.h |