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FWorldPartitionHandlePinRefScope will keep a reference if the actor is already loaded. This is useful when you want to keep an actor loaded during special operations, but don't trigger loading when the actor is not loaded. Intended to be on stack, as a scoped operation.
| Name | FWorldPartitionHandlePinRefScope |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionHandle.h |
| Include Path | #include "WorldPartition/WorldPartitionHandle.h" |
Syntax
struct FWorldPartitionHandlePinRefScope
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FWorldPartitionHandlePinRefScope
(
const FWorldPartitionHandle& InHandle |
WorldPartition/WorldPartitionHandle.h | ||
FWorldPartitionHandlePinRefScope
(
const FWorldPartitionReference& InReference |
WorldPartition/WorldPartitionHandle.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| Reference | FWorldPartitionReference | WorldPartition/WorldPartitionHandle.h |