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| Name | FExternalDataLayerHelper |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/ExternalDataLayerHelper.h |
| Include Path | #include "WorldPartition/DataLayer/ExternalDataLayerHelper.h" |
Syntax
class FExternalDataLayerHelper
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ExternalDataLayerFolder | FStringView | WorldPartition/DataLayer/ExternalDataLayerHelper.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static void AddAssetRegistryTags
(
FAssetRegistryTagsContext OutContext, |
Fills Asset Registry Tags Context with provided External Data Layer UIDs. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static bool BuildExternalDataLayerRootPath
(
const FString& InEDLMountPoint, |
Return true if succeeds building the external data layer root path (OutExternalDataLayerRootPath) using the provided mount point and EDL UID. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static bool CanMoveActorsToExternalDataLayer
(
const TArray< AActor* >& InActors, |
Validates that all actors can change their External Data Layer to the new provided value (supports passing null) Returns false if any actor fails and fills OutFailureReason with the reason (if non-null). | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static void ForEachExternalDataLayerLevelPackagePath
(
const FString& InLevelPackageName, |
Iterates through all possible External Data Layer Level Package Paths using Asset Registry. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static const UExternalDataLayerAsset * GetExternalDataLayerAssetFromObject
(
const UObject* InContextObject |
WorldPartition/DataLayer/ExternalDataLayerHelper.h | ||
static FStringView GetExternalDataLayerFolder() |
WorldPartition/DataLayer/ExternalDataLayerHelper.h | ||
static FString GetExternalDataLayerLevelRootPath
(
const UExternalDataLayerAsset* InExternalDataLayerAsset, |
Return true if succeeds building the external data layer level root path (OutExternalDataLayerLevelRootPath) using the ExternalDataLayerAsset and the level package path. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static FString GetExternalDataLayerLevelRootPath
(
const FString& InEDLMountPoint, |
Return true if succeeds building the external data layer level root path (OutExternalDataLayerLevelRootPath) using the provided mount point, EDL UID and the level package path. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static void GetExternalDataLayerUIDs
(
const FAssetData& Asset, |
Retrieves External Data Layers UIDs from provided Asset. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static FString GetExternalStreamingObjectPackageName
(
const UExternalDataLayerAsset* InExternalDataLayerAsset |
Returns the external streaming object package name | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static FStringView GetRelativeExternalActorPackagePath
(
FStringView InExternalDataLayerExternalActorPackagePath |
Returns the external actor package relative path for an actor package of an actor using External Data Layers. | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static bool IsExternalDataLayerPath
(
FStringView InExternalDataLayerPath, |
Returns whether the provided path respects the format |
WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static bool MoveActorsToExternalDataLayer
(
const TArray< AActor* >& InActors, |
Changes all actors External Data Layer to the new provided value (supports passing null) Returns false if any actor fails and fills OutFailureReason with the reason (if non-null). | WorldPartition/DataLayer/ExternalDataLayerHelper.h | |
static bool MoveActorsToExternalDataLayer
(
const TArray< AActor* >& InActors, |
Changes all actors External Data Layer to the new provided value (supports passing null) Returns false if any actor fails and fills OutFailureReason with the reason (if non-null). | WorldPartition/DataLayer/ExternalDataLayerHelper.h |