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| Name | IWorldPartitionHLODObject |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/IWorldPartitionHLODObject.h |
| Include Path | #include "WorldPartition/HLOD/IWorldPartitionHLODObject.h" |
Syntax
class IWorldPartitionHLODObject
Derived Classes
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool DoesRequireWarmup() |
Returns whether the HLOD object requires warmup | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
TSet< UObject * > GetAssetsToWarmup() |
Gather the list of assets that should be warmed up before this HLOD object is made visible | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
const FGuid & GetCustomHLODGuid() |
Returns Custom HLOD Guid | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
ULevel * GetHLODLevel() |
Returns the HLOD object associated level | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
FString GetHLODNameOrLabel() |
Return the name or the label of the HLOD object | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
const FGuid & GetSourceCellGuid() |
Returns the associated source cell guid of this HLOD object. | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
const FGuid & GetStandaloneHLODGuid() |
Returns Standalone HLOD Guid | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
UObject * GetUObject() |
Returns the associated UObject if any (nullptr if none) | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
bool IsCustomHLOD() |
Returns whether the HLOD objects represents custom HLOD | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
bool IsStandalone() |
Returns whether the HLOD object is part of Standalone HLOD. | WorldPartition/HLOD/IWorldPartitionHLODObject.h | |
void SetVisibility
(
bool bIsVisible |
Changes the visibility of the HLOD object | WorldPartition/HLOD/IWorldPartitionHLODObject.h |