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Actor containing data layers instances within a world.
| Name | AWorldDataLayers |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/WorldDataLayers.h |
| Include Path | #include "WorldPartition/DataLayer/WorldDataLayers.h" |
Syntax
UCLASS (
HideCategories=(Actor, HLOD, Cooking, Transform, Advanced, Display, Events, Object, Physics, Attachment, Info, Input, Blueprint, Layers, Tags, Replication),
NotPlaceable, MinimalAPI)
class AWorldDataLayers :
public AInfo ,
public IDataLayerInstanceProvider
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AInfo → AWorldDataLayers
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AWorldDataLayers
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/DataLayer/WorldDataLayers.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveDataLayerNames | TSet< FName > | TSet do not support replication so we replicate an array and update the set in the OnRep_ActiveDataLayerNames/OnRep_LoadedDataLayerNames. | WorldPartition/DataLayer/WorldDataLayers.h | |
| bAllowRuntimeDataLayerEditing | bool | True when Runtime Data Layer editing is allowed. | WorldPartition/DataLayer/WorldDataLayers.h | |
| bHasDeprecatedDataLayers | bool | WorldPartition/DataLayer/WorldDataLayers.h | ||
| bUseExternalPackageDataLayerInstances | bool | WorldPartition/DataLayer/WorldDataLayers.h | ||
| CachedDataLayerInstances | TSet< TObjectPtr< UDataLayerInstance > > | Used to compare state pre/post undo. | WorldPartition/DataLayer/WorldDataLayers.h | |
| CurrentDataLayers | FActorPlacementDataLayers | WorldPartition/DataLayer/WorldDataLayers.h |
|
|
| CurrentDataLayersStack | TArray< FActorPlacementDataLayers > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| DataLayerInstances | TSet< TObjectPtr< UDataLayerInstance > > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| DataLayersStateEpoch | int32 | WorldPartition/DataLayer/WorldDataLayers.h | ||
| DeprecatedDataLayerNameToDataLayerInstance | TMap< FName, TWeakObjectPtr< UDataLayerInstance > > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| EffectiveStates | FWorldDataLayersEffectiveStates | WorldPartition/DataLayer/WorldDataLayers.h | ||
| ExternalPackageDataLayerInstances | TSet< TObjectPtr< UDataLayerInstance > > | Data layer instances stored in their external package (only used when UseExternalPackageDataLayerInstances is True) | WorldPartition/DataLayer/WorldDataLayers.h |
|
| LoadedDataLayerNames | TSet< FName > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| LoadedExternalPackageDataLayerInstances | TArray< TObjectPtr< UDataLayerInstance > > | Temporary array containing data layer instances manually loaded from their external packages | WorldPartition/DataLayer/WorldDataLayers.h |
|
| LocalActiveDataLayerNames | TSet< FName > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| LocalLoadedDataLayerNames | TSet< FName > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| RepActiveDataLayerNames | TArray< FName > | WorldPartition/DataLayer/WorldDataLayers.h |
|
|
| RepEffectiveActiveDataLayerNames | TArray< FName > | WorldPartition/DataLayer/WorldDataLayers.h |
|
|
| RepEffectiveLoadedDataLayerNames | TArray< FName > | WorldPartition/DataLayer/WorldDataLayers.h |
|
|
| RepLoadedDataLayerNames | TArray< FName > | WorldPartition/DataLayer/WorldDataLayers.h |
|
|
| RootExternalDataLayerInstance | TObjectPtr< UExternalDataLayerInstance > | WorldPartition/DataLayer/WorldDataLayers.h | ||
| TransientDataLayerInstances | TArray< TObjectPtr< UDataLayerInstance > > | WorldPartition/DataLayer/WorldDataLayers.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool AddToActorEditorContext
(
UDataLayerInstance* InDataLayerInstance |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool CanReferenceDataLayerAsset
(
const UDataLayerAsset* InDataLayerAsset, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool ContainsDataLayer
(
const UDEPRECATED_DataLayer* InDataLayer |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool ContainsDataLayer
(
const UDataLayerInstance* InDataLayer |
WorldPartition/DataLayer/WorldDataLayers.h | ||
DataLayerInstanceType * CreateDataLayer
(
CreationsArgs... InCreationArgs |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void DumpDataLayers
(
FOutputDevice& OutputDevice |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void ForEachDataLayer
(
TFunctionRef< bool(UDataLayerInstance*)> Func |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void ForEachDataLayer
(
TFunctionRef< bool(UDataLayerInstance*)> Func |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void ForEachDataLayerInstance
(
TFunctionRef< bool(UDataLayerInstance*)> Func |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void ForEachDataLayerInstance
(
TFunctionRef< bool(UDataLayerInstance*)> Func |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const TSet< FName > & GetActiveDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< UDataLayerInstance * > GetActorEditorContextDataLayers() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool GetAllowRuntimeDataLayerEditing() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
EDataLayerRuntimeState GetDataLayerEffectiveRuntimeStateByName
(
FName InDataLAyerName |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const UDataLayerInstance * GetDataLayerFromLabel
(
const FName& InDataLayerLabel |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const UDataLayerInstance * GetDataLayerInstance
(
const FName& InDataLayerInstanceName |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const UDataLayerInstance * GetDataLayerInstance
(
const FActorDataLayer& InActorDataLayer |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const UDataLayerInstance * GetDataLayerInstance
(
const UDataLayerAsset* InDataLayerAsset |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const UDataLayerInstance * GetDataLayerInstanceFromAssetName
(
const FName& InDataLayerAssetPathName |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< FName > GetDataLayerInstanceNames
(
const TArray< const UDataLayerAsset* >& InDataLayersAssets |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< FName > GetDataLayerInstanceNames
(
const TArray< FActorDataLayer >& InActorDataLayers |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< const UDataLayerInstance * > GetDataLayerInstances
(
const TArray< FActorDataLayer >& InActorDataLayers |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< const UDataLayerInstance * > GetDataLayerInstances
(
const TArray< FName >& InDataLayerInstanceNames |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< const UDataLayerInstance * > GetDataLayerInstances
(
const TArray< UDataLayerAsset* >& InDataLayersAssets |
WorldPartition/DataLayer/WorldDataLayers.h | ||
TArray< const UDataLayerInstance * > GetDataLayerInstances
(
const TArray< const UDataLayerAsset* >& InDataLayersAssets |
WorldPartition/DataLayer/WorldDataLayers.h | ||
EDataLayerRuntimeState GetDataLayerRuntimeStateByName
(
FName InDataLayerName |
WorldPartition/DataLayer/WorldDataLayers.h | ||
int32 GetDataLayersStateEpoch() |
WorldPartition/DataLayer/WorldDataLayers.h |
|
|
EDataLayerState GetDataLayerStateByName
(
FName InDataLayerName |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const TSet< FName > & GetEffectiveActiveDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const TSet< FName > & GetEffectiveLoadedDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const UExternalDataLayerInstance * GetExternalDataLayerInstance
(
const UExternalDataLayerAsset* InExternalDataLayerAsset |
WorldPartition/DataLayer/WorldDataLayers.h | ||
const TSet< FName > & GetLoadedDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
| WorldPartition/DataLayer/WorldDataLayers.h | |||
bool HasDeprecatedDataLayers() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsActorEditorContextCurrentColorized
(
const UDataLayerInstance* InDataLayerInstance |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsEmpty() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsExternalDataLayerWorldDataLayers() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsInActorEditorContext
(
const UDataLayerInstance* InDataLayerInstance |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsReadOnly
(
FText* OutReason |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsSubWorldDataLayers() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool IsUsingExternalPackageDataLayerInstances() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void OnDataLayerRuntimeStateChanged
(
const UDataLayerInstance* InDataLayer, |
WorldPartition/DataLayer/WorldDataLayers.h |
|
|
void OverwriteDataLayerRuntimeStates
(
const TArray< IdentifierType >* InActiveDataLayers, |
Todo_ow: Remove this | WorldPartition/DataLayer/WorldDataLayers.h | |
void OverwriteDataLayerRuntimeStates
(
const TArray< T >* InActiveDataLayers, |
Allows overriding of DataLayers with PlayFromHere. | WorldPartition/DataLayer/WorldDataLayers.h | |
void PopActorEditorContext
(
int32 InContextID |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void PushActorEditorContext
(
int32 InContextID, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool RemoveDataLayer
(
const UDataLayerInstance* InDataLayer, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool RemoveDataLayer
(
const UDEPRECATED_DataLayer* InDataLayer |
WorldPartition/DataLayer/WorldDataLayers.h | ||
int32 RemoveDataLayers
(
const TArray< UDataLayerInstance* >& InDataLayerInstances, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool RemoveFromActorEditorContext
(
UDataLayerInstance* InDataLayerInstance |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void SetAllowRuntimeDataLayerEditing
(
bool bInAllowRuntimeDataLayerEditing |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool SetDataLayerRuntimeState
(
const UDataLayerInstance* InDataLayerInstance, |
DataLayer Runtime State. | WorldPartition/DataLayer/WorldDataLayers.h | |
PRAGMA_DISABLE_DEPRECATION_WARNINGS void SetDataLayerState
(
FActorDataLayer InDataLayer, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool SetUseExternalPackageDataLayerInstances
(
bool bInNewValue, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
bool SupportsExternalPackageDataLayerInstances() |
WorldPartition/DataLayer/WorldDataLayers.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool ActorTypeSupportsDataLayer() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
virtual bool ActorTypeSupportsExternalDataLayer() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
virtual TUniquePtr< class FWorldPartitionActorDesc > CreateClassActorDesc() |
Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | WorldPartition/DataLayer/WorldDataLayers.h | |
virtual bool IsLockLocation() |
Returns true if actor location should be locked. | WorldPartition/DataLayer/WorldDataLayers.h | |
virtual bool IsUserManaged() |
Used to know if actor supports some editor operations. (Delete, Replace) | WorldPartition/DataLayer/WorldDataLayers.h | |
virtual void OnLoadedActorRemovedFromLevel() |
Called when this actor gets removed from the level in the editor by world partition unloading. | WorldPartition/DataLayer/WorldDataLayers.h | |
virtual bool ShouldImport
(
FStringView ActorPropString, |
Called before editor paste, true allow import | WorldPartition/DataLayer/WorldDataLayers.h | |
virtual bool ShouldLevelKeepRefIfExternal () |
Determine how this actor should be referenced by the level when external (saved in its own package). | WorldPartition/DataLayer/WorldDataLayers.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsEditorOnly() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
virtual void PostEditUndo() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
virtual void PostLoad() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
virtual void PreEditUndo() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
virtual void Serialize
(
FArchive& Ar |
WorldPartition/DataLayer/WorldDataLayers.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void InitializeDataLayerRuntimeStates() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void OnRep_ActiveDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void OnRep_EffectiveActiveDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void OnRep_EffectiveLoadedDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void OnRep_LoadedDataLayerNames() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
void ResetDataLayerRuntimeStates
(
bool bFlushNet |
WorldPartition/DataLayer/WorldDataLayers.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static AWorldDataLayers * Create
(
UWorld* World, |
WorldPartition/DataLayer/WorldDataLayers.h | ||
static AWorldDataLayers * Create
(
const FActorSpawnParameters& SpawnParameters |
WorldPartition/DataLayer/WorldDataLayers.h | ||
static FName GetWorldPartionWorldDataLayersName() |
WorldPartition/DataLayer/WorldDataLayers.h | ||
static FName GetWorldPartitionWorldDataLayersName() |
WorldPartition/DataLayer/WorldDataLayers.h |