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| Name | AWorldPartitionCustomHLOD |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/CustomHLODActor.h |
| Include Path | #include "WorldPartition/HLOD/CustomHLODActor.h" |
Syntax
UCLASS (MinimalAPI)
class AWorldPartitionCustomHLOD :
public AActor ,
public IWorldPartitionHLODObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AWorldPartitionCustomHLOD
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AWorldPartitionCustomHLOD
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/HLOD/CustomHLODActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| HLODInstanceGuid | FGuid | WorldPartition/HLOD/CustomHLODActor.h | ||
| StaticMeshComponent | TObjectPtr< class UStaticMeshComponent > | WorldPartition/HLOD/CustomHLODActor.h |
|
Functions
Public
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
Overridable native event for when play begins for this actor. | WorldPartition/HLOD/CustomHLODActor.h | |
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | WorldPartition/HLOD/CustomHLODActor.h |
Overridden from IWorldPartitionHLODObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesRequireWarmup() |
Returns whether the HLOD object requires warmup | WorldPartition/HLOD/CustomHLODActor.h | |
virtual TSet< UObject * > GetAssetsToWarmup() |
Gather the list of assets that should be warmed up before this HLOD object is made visible | WorldPartition/HLOD/CustomHLODActor.h | |
virtual const FGuid & GetCustomHLODGuid() |
Returns Custom HLOD Guid | WorldPartition/HLOD/CustomHLODActor.h | |
virtual ULevel * GetHLODLevel() |
Returns the HLOD object associated level | WorldPartition/HLOD/CustomHLODActor.h | |
virtual FString GetHLODNameOrLabel() |
Return the name or the label of the HLOD object | WorldPartition/HLOD/CustomHLODActor.h | |
virtual const FGuid & GetSourceCellGuid() |
Returns the associated source cell guid of this HLOD object. | WorldPartition/HLOD/CustomHLODActor.h | |
virtual const FGuid & GetStandaloneHLODGuid() |
Returns Standalone HLOD Guid | WorldPartition/HLOD/CustomHLODActor.h | |
virtual UObject * GetUObject() |
Returns the associated UObject if any (nullptr if none) | WorldPartition/HLOD/CustomHLODActor.h | |
virtual bool IsCustomHLOD() |
Returns whether the HLOD objects represents custom HLOD | WorldPartition/HLOD/CustomHLODActor.h | |
virtual bool IsStandalone() |
Returns whether the HLOD object is part of Standalone HLOD. | WorldPartition/HLOD/CustomHLODActor.h | |
virtual void SetVisibility
(
bool bIsVisible |
Changes the visibility of the HLOD object | WorldPartition/HLOD/CustomHLODActor.h |
Protected
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
WorldPartition/HLOD/CustomHLODActor.h |