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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FPackedLevelActorBuilder
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CreateOrUpdateBlueprint
(
ILevelInstanceInterface* InLevelInstance, |
Creates/Updates a APackedLevelActor Blueprint from InLevelInstance (will overwrite existing asset or show a dialog if InBlueprintAsset is null) | PackedLevelActor/PackedLevelActorBuilder.h | |
bool CreateOrUpdateBlueprint
(
TSoftObjectPtr< UWorld > InWorldAsset, |
Creates/Updates a APackedLeveInstance Blueprint from InWorldAsset (will overwrite existing asset or show a dialog if InBlueprintAsset is null) | PackedLevelActor/PackedLevelActorBuilder.h |
CreateOrUpdateBlueprint(ILevelInstanceInterface *, TSoftObjectPtr< UBlueprint >, bool, bool)
Description
Creates/Updates a APackedLevelActor Blueprint from InLevelInstance (will overwrite existing asset or show a dialog if InBlueprintAsset is null)
| Name | CreateOrUpdateBlueprint |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/PackedLevelActor/PackedLevelActorBuilder.h |
| Include Path | #include "PackedLevelActor/PackedLevelActorBuilder.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PackedLevelActor/PackedLevelActorBuilder.cpp |
bool CreateOrUpdateBlueprint
(
ILevelInstanceInterface * InLevelInstance,
TSoftObjectPtr < UBlueprint > InBlueprintAsset,
bool bCheckoutAndSave,
bool bPromptForSave
)
CreateOrUpdateBlueprint(TSoftObjectPtr< UWorld >, TSoftObjectPtr< UBlueprint >, bool, bool)
Description
Creates/Updates a APackedLeveInstance Blueprint from InWorldAsset (will overwrite existing asset or show a dialog if InBlueprintAsset is null)
| Name | CreateOrUpdateBlueprint |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/PackedLevelActor/PackedLevelActorBuilder.h |
| Include Path | #include "PackedLevelActor/PackedLevelActorBuilder.h" |
| Source | /Engine/Source/Runtime/Engine/Private/PackedLevelActor/PackedLevelActorBuilder.cpp |
bool CreateOrUpdateBlueprint
(
TSoftObjectPtr < UWorld > InWorldAsset,
TSoftObjectPtr < UBlueprint > InBlueprintAsset,
bool bCheckoutAndSave,
bool bPromptForSave
)