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| Name | AWorldPartitionHLOD |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODActor.h |
| Include Path | #include "WorldPartition/HLOD/HLODActor.h" |
Syntax
UCLASS (NotPlaceable, MinimalAPI,
HideCategories=(Rendering, Replication, Collision, Physics, Navigation, Networking, Input, Actor, LevelInstance, Cooking))
class AWorldPartitionHLOD :
public AActor ,
public IWorldPartitionHLODObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → AActor → AWorldPartitionHLOD
Implements Interfaces
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
AWorldPartitionHLOD
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/HLOD/HLODActor.h |
Typedefs
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| HLODBuildEventDelegate | FWorldPartitionHLODBuildEventDelegate | WorldPartition/HLOD/HLODActor.h | |
| NAME_HLODHash_AssetTag | const FName | WorldPartition/HLOD/HLODActor.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRequireWarmup | bool | WorldPartition/HLOD/HLODActor.h | ||
| HLODBounds | FBox | WorldPartition/HLOD/HLODActor.h | ||
| HLODBuildReport | FString | WorldPartition/HLOD/HLODActor.h | ||
| HLODHash | uint32 | WorldPartition/HLOD/HLODActor.h | ||
| HLODStats | TMap< FName, int64 > | WorldPartition/HLOD/HLODActor.h | ||
| InputStats | FHLODBuildInputStats | WorldPartition/HLOD/HLODActor.h | ||
| LODLevel | uint32 | WorldPartition/HLOD/HLODActor.h | ||
| MinVisibleDistance | double | WorldPartition/HLOD/HLODActor.h | ||
| SourceActors | TObjectPtr< UWorldPartitionHLODSourceActors > | WorldPartition/HLOD/HLODActor.h | ||
| SourceCellGuid | FGuid | WorldPartition/HLOD/HLODActor.h | ||
| StandaloneHLODGuid | FGuid | WorldPartition/HLOD/HLODActor.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BuildHLOD
(
bool bForceBuild |
WorldPartition/HLOD/HLODActor.h | ||
uint32 ComputeHLODHash() |
WorldPartition/HLOD/HLODActor.h | ||
TArray< UObject * > ExportHLODAssets
(
const FExportHLODAssetsParams& ExportHLODAssetsParams, |
WorldPartition/HLOD/HLODActor.h |
|
|
const FBox & GetHLODBounds() |
WorldPartition/HLOD/HLODActor.h | ||
uint32 GetHLODHash() |
WorldPartition/HLOD/HLODActor.h | ||
const FHLODBuildInputStats & GetInputStats() |
WorldPartition/HLOD/HLODActor.h | ||
uint32 GetLODLevel() |
WorldPartition/HLOD/HLODActor.h | ||
double GetMinVisibleDistance() |
WorldPartition/HLOD/HLODActor.h | ||
| WorldPartition/HLOD/HLODActor.h | |||
const UWorldPartitionHLODSourceActors * GetSourceActors () |
WorldPartition/HLOD/HLODActor.h | ||
int64 GetStat
(
FName InStatName |
WorldPartition/HLOD/HLODActor.h | ||
void ResetStats() |
WorldPartition/HLOD/HLODActor.h | ||
void SetHLODBounds
(
const FBox& InBounds |
WorldPartition/HLOD/HLODActor.h | ||
void SetHLODComponents
(
const TArray< UActorComponent* >& InHLODComponents |
WorldPartition/HLOD/HLODActor.h | ||
void SetHLODHash
(
uint32 InHLODHash, |
WorldPartition/HLOD/HLODActor.h | ||
void SetInputStats
(
const FHLODBuildInputStats& InInputStats |
WorldPartition/HLOD/HLODActor.h | ||
void SetIsStandalone
(
bool bInIsStandalone |
WorldPartition/HLOD/HLODActor.h | ||
void SetLODLevel
(
uint32 InLODLevel |
WorldPartition/HLOD/HLODActor.h | ||
void SetMinVisibleDistance
(
double InMinVisibleDistance |
WorldPartition/HLOD/HLODActor.h | ||
void SetRequireWarmup
(
bool InRequireWarmup |
WorldPartition/HLOD/HLODActor.h | ||
void SetSourceActors
(
UWorldPartitionHLODSourceActors* InSourceActors |
WorldPartition/HLOD/HLODActor.h | ||
void SetSourceCellGuid
(
const FGuid& InSourceCellGuid |
WorldPartition/HLOD/HLODActor.h | ||
void SetStat
(
FName InStatName, |
WorldPartition/HLOD/HLODActor.h | ||
void UpdateHLODBuildReportContent
(
const FString& InHLODBuildReportContent |
WorldPartition/HLOD/HLODActor.h | ||
void UpdateHLODBuildReportHeader() |
WorldPartition/HLOD/HLODActor.h |
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool IsHLODRelevant() |
Indicates whether this actor contributes to the HLOD generation. | WorldPartition/HLOD/HLODActor.h |
Overridden from IWorldPartitionHLODObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesRequireWarmup() |
Returns whether the HLOD object requires warmup | WorldPartition/HLOD/HLODActor.h | |
virtual TSet< UObject * > GetAssetsToWarmup() |
Gather the list of assets that should be warmed up before this HLOD object is made visible | WorldPartition/HLOD/HLODActor.h | |
virtual const FGuid & GetCustomHLODGuid() |
Returns Custom HLOD Guid | WorldPartition/HLOD/HLODActor.h | |
virtual ULevel * GetHLODLevel() |
Returns the HLOD object associated level | WorldPartition/HLOD/HLODActor.h | |
virtual FString GetHLODNameOrLabel() |
Return the name or the label of the HLOD object | WorldPartition/HLOD/HLODActor.h | |
virtual const FGuid & GetSourceCellGuid() |
Returns the associated source cell guid of this HLOD object. | WorldPartition/HLOD/HLODActor.h | |
virtual const FGuid & GetStandaloneHLODGuid() |
Returns Standalone HLOD Guid | WorldPartition/HLOD/HLODActor.h | |
virtual UObject * GetUObject() |
Returns the associated UObject if any (nullptr if none) | WorldPartition/HLOD/HLODActor.h | |
virtual bool IsCustomHLOD() |
Returns whether the HLOD objects represents custom HLOD | WorldPartition/HLOD/HLODActor.h | |
virtual bool IsStandalone() |
Returns whether the HLOD object is part of Standalone HLOD. | WorldPartition/HLOD/HLODActor.h | |
virtual void SetVisibility
(
bool bIsVisible |
Changes the visibility of the HLOD object | WorldPartition/HLOD/HLODActor.h |
Protected
Overridden from AActor
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginPlay() |
Overridable native event for when play begins for this actor. | WorldPartition/HLOD/HLODActor.h | |
virtual bool CanEditChangeComponent
(
const UActorComponent* Component, |
WorldPartition/HLOD/HLODActor.h | ||
virtual TUniquePtr< class FWorldPartitionActorDesc > CreateClassActorDesc() |
Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | WorldPartition/HLOD/HLODActor.h | |
virtual void EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | WorldPartition/HLOD/HLODActor.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/HLOD/HLODActor.h | |
virtual bool IsActorLabelEditable () |
Returns if this actor's current label is editable. | WorldPartition/HLOD/HLODActor.h | |
virtual bool IsComponentRelevantForNavigation
(
UActorComponent* Component |
Check if owned component should be relevant for navigation Allows implementing master switch to disable e.g. collision export in projectiles | WorldPartition/HLOD/HLODActor.h | |
virtual bool IsLockLocation() |
Returns true if actor location should be locked. | WorldPartition/HLOD/HLODActor.h | |
virtual bool IsRuntimeOnly() |
WorldPartition/HLOD/HLODActor.h | ||
virtual bool IsUserManaged() |
Used to know if actor supports some editor operations. (Delete, Replace) | WorldPartition/HLOD/HLODActor.h | |
virtual void PreRegisterAllComponents() |
Called before all the components in the Components array are registered, called both in editor and during gameplay | WorldPartition/HLOD/HLODActor.h | |
virtual void RerunConstructionScripts() |
Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. | WorldPartition/HLOD/HLODActor.h | |
virtual bool ShouldImport
(
FStringView ActorPropString, |
Called before editor paste, true allow import | WorldPartition/HLOD/HLODActor.h | |
virtual bool SupportsIncrementalPreRegisterComponents() |
Whether actor supports incremental pre-register of components. | WorldPartition/HLOD/HLODActor.h | |
virtual bool SupportsIncrementalPreUnregisterComponents() |
Whether actor supports incremental pre-unregister of components. | WorldPartition/HLOD/HLODActor.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
WorldPartition/HLOD/HLODActor.h | ||
virtual void GetAssetRegistryTags
(
FAssetRegistryTagsContext Context |
WorldPartition/HLOD/HLODActor.h | ||
virtual bool IsEditorOnly() |
WorldPartition/HLOD/HLODActor.h | ||
virtual bool NeedsLoadForServer() |
WorldPartition/HLOD/HLODActor.h | ||
virtual void PostLoad() |
WorldPartition/HLOD/HLODActor.h | ||
virtual void PreSave
(
FObjectPreSaveContext ObjectSaveContext |
WorldPartition/HLOD/HLODActor.h | ||
virtual void Serialize
(
FArchive& Ar |
WorldPartition/HLOD/HLODActor.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FWorldPartitionHLODBuildEventDelegate & GetHLODBuildEventDelegate() |
WorldPartition/HLOD/HLODActor.h |