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API > API/Runtime > API/Runtime/Engine
| Name | UActorPartitionSubsystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/ActorPartition/ActorPartitionSubsystem.h |
| Include Path | #include "ActorPartition/ActorPartitionSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UActorPartitionSubsystem : public UWorldSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UActorPartitionSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UActorPartitionSubsystem() |
ActorPartition/ActorPartitionSubsystem.h |
Structs
| Name | Remarks |
|---|---|
| FCellCoord |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorPartition | TUniquePtr< FBaseActorPartition > | ActorPartition/ActorPartitionSubsystem.h | ||
| ActorPartitionHashInvalidatedHandle | FDelegateHandle | ActorPartition/ActorPartitionSubsystem.h | ||
| PartitionedActors | TMap< FCellCoord, TMap< FActorPartitionIdentifier, TWeakObjectPtr< APartitionActor > > > | ActorPartition/ActorPartitionSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForEachRelevantActor
(
const TSubclassOf< APartitionActor >& InActorClass, |
ActorPartition/ActorPartitionSubsystem.h | ||
APartitionActor * GetActor
(
const FActorPartitionGetParams& GetParam |
ActorPartition/ActorPartitionSubsystem.h | ||
APartitionActor * GetActor
(
const TSubclassOf< APartitionActor >& InActorClass, |
Returns a matching actor based on the parameters being provided | ActorPartition/ActorPartitionSubsystem.h | |
bool IsLevelPartition() |
ActorPartition/ActorPartitionSubsystem.h | ||
bool MoveActorToDataLayers
(
APartitionActor* InActor, |
Updates the partition actor data layers to match the provided ones. | ActorPartition/ActorPartitionSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
Implement this for deinitialization of instances of the system | ActorPartition/ActorPartitionSubsystem.h | |
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
Initializes the world subsystem. | ActorPartition/ActorPartitionSubsystem.h |
Protected
Overridden from UWorldSubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesSupportWorldType
(
const EWorldType::Type WorldType |
ActorPartition/ActorPartitionSubsystem.h |