Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/GameFramework
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AInfo
- AExponentialHeightFog
- AFullScreenUserWidgetActor
- AGameModeBase
- AGameMode
- AMoverExamplesGameMode
- AVPGameMode
- AGameNetworkManager
- AGameSession
- AGameStateBase
- AGameState
- AMoverExamplesGameState
- AHeterogeneousVolume
- ALocalFogVolume
- APlayerState
- AServerStatReplicator
- ASkyAtmosphere
- ASkyLight
- ASpatialHashRuntimeGridInfo
- AVolumetricCloud
- AWindDirectionalSource
- AWorldDataLayers
- AWorldPartitionMiniMap
- AWorldSettings
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/GameFramework/Info.h |
| Include | #include "GameFramework/Info.h" |
Syntax
UCLASS (Abstract,
HideCategories=(Input, Movement, Collision, Rendering, HLOD, WorldPartition, DataLayers, Transformation),
ShowCategories=("Input|MouseInput", "Input|TouchInput"), MinimalAPI, NotBlueprintable)
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 | |
|---|---|---|---|
AInfo
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| UBillboardComponent * | Returns SpriteComponent subobject |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| bool | Returns true if this actor allows changing the spatially loaded flag. | ||
| bool | Indicates whether this actor should participate in level bounds calculations. |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |