Navigation
Unreal Engine C++ API Reference > Runtime > Engine > HLOD
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEngineSubsystem
- UHLODEngineSubsystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/HLOD/HLODEngineSubsystem.h |
Include | #include "HLOD/HLODEngineSubsystem.h" |
Syntax
class UHLODEngineSubsystem : public UEngineSubsystem
Functions
Type | Name | Description | |
---|---|---|---|
![]() |
bool | CleanupHLODs
(
UWorld* InWorld |
Cleanup invalid LOD actors in the given world |
![]() |
bool | CleanupHLODs
(
ULevel* InLevel |
Cleanup invalid LOD actors in the given level |
![]() |
void | DisableHLODCleanupOnLoad
(
bool bInDisableHLODCleanup |
By default, invalid LODActors are cleared when loading maps Use this method to change that behavior |
![]() |
void | DisableHLODSpawningOnLoad
(
bool bInDisableHLODSpawning |
By default, when HLODs are saved to HLOD packages, they are spawned as transient on load Use this method to disable spawning. |
![]() |
void | Should be called when the "Save LOD Actors to HLOD Packages" option is toggled. |
Overridden from USubsystem
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
void | Deinitialize () |
Implement this for deinitialization of instances of the system |
![]() ![]() |
void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |