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Unreal Engine C++ API Reference > Runtime > Engine > GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- AExponentialHeightFog
- AFullScreenUserWidgetActor
- AGameModeBase
- AFunctionalTestGameMode
- AGameMode
- AARSharedWorldGameMode
- ANetworkPredictionExtrasGameMode
- AVPGameMode
- AMoviePipelineGameMode
- AXRCreativeGameMode
- AGameNetworkManager
- AGameSession
- AGameStateBase
- AGameState
- AARSharedWorldGameState
- ANetworkPredictionExtrasGameState
- AGeoReferencingSystem
- AGPULightmassSettingsActor
- AHeterogeneousVolume
- ALobbyBeaconPlayerState
- ALobbyBeaconState
- ALocalHeightFog
- AMassClientBubbleInfoBase
- AMassCrowdClientBubbleInfo
- APlayerState
- AServerStatReplicator
- ASkyAtmosphere
- ASkyLight
- AARSkyLight
- ASpatialHashRuntimeGridInfo
- AVolumetricCloud
- AWindDirectionalSource
- AWorldDataLayers
- AWorldPartitionMiniMap
- AWorldSettings
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Info.h |
Include | #include "GameFramework/Info.h" |
Syntax
class AInfo : public AActor
Remarks
Info, the root of all information holding classes. Doesn't have any movement / collision related code. Info is the base class of an Actor that isn't meant to have a physical representation in the world, used primarily for "manager" type classes that hold settings data about the world, but might need to be an Actor for replication purposes.
Constructors
Type | Name | Description | |
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AInfo
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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UBillboardComponent * | Returns SpriteComponent subobject |
Overridden from AActor
Type | Name | Description | |
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bool | Returns true if this actor allows changing the spatially loaded flag. | |
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bool | Indicates whether this actor should participate in level bounds calculations. |
Overridden from UObject
Type | Name | Description | |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |