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| Name | AMapBuildDataActor |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/StaticLightingData/MapBuildDataActor.h |
| Include Path | #include "WorldPartition/StaticLightingData/MapBuildDataActor.h" |
Syntax
UCLASS (MinimalAPI, NotPlaceable,
HideCategories=(Rendering, Replication, Collision, Physics, Navigation, Networking, Input, Actor, LevelInstance, Cooking))
class AMapBuildDataActor : public AActor
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AMapBuildDataActor
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AMapBuildDataActor
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/StaticLightingData/MapBuildDataActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMapBuildDataRegistry * GetBuildData
(
bool bCreateIfNotFound |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
void LinkToActor
(
AActor* Actor |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
| WorldPartition/StaticLightingData/MapBuildDataActor.h | |||
void SetBounds
(
FBox& Bounds |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
void SetBuildData
(
UMapBuildDataRegistry* MapBuildData |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
void SetCellPackage
(
FName InCellPackage |
WorldPartition/StaticLightingData/MapBuildDataActor.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void AddToWorldMapBuildData() |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
void InitializeRenderingResources() |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
void ReleaseRenderingResources() |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
void RemoveFromWorldMapBuildData() |
WorldPartition/StaticLightingData/MapBuildDataActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TUniquePtr< class FWorldPartitionActorDesc > CreateClassActorDesc() |
Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | WorldPartition/StaticLightingData/MapBuildDataActor.h | |
virtual void GetActorBounds
(
bool bOnlyCollidingComponents, |
Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). | WorldPartition/StaticLightingData/MapBuildDataActor.h | |
virtual void GetStreamingBounds
(
FBox& OutRuntimeBounds, |
Returns the bounding boxes of all components that make up this Actor for loading at runtime and editor. | WorldPartition/StaticLightingData/MapBuildDataActor.h | |
virtual void PostUnregisterAllComponents() |
Called after all currently registered components are cleared | WorldPartition/StaticLightingData/MapBuildDataActor.h | |
virtual void PreDuplicateFromRoot
(
FObjectDuplicationParameters& DupParams |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
virtual void PreRegisterAllComponents() |
Called before all the components in the Components array are registered, called both in editor and during gameplay | WorldPartition/StaticLightingData/MapBuildDataActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
WorldPartition/StaticLightingData/MapBuildDataActor.h | ||
virtual void PostLoad() |
WorldPartition/StaticLightingData/MapBuildDataActor.h |