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API > API/Runtime > API/Runtime/Engine
| Name | UDEPRECATED_DataLayer |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/DataLayer.h |
| Include Path | #include "WorldPartition/DataLayer/DataLayer.h" |
Syntax
UCLASS (Config=Engine, PerObjectConfig, Within=WorldDataLayers, BlueprintType, Deprecated,
MinimalAPI)
class UDEPRECATED_DataLayer : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDEPRECATED_DataLayer
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDEPRECATED_DataLayer
(
const FObjectInitializer& ObjectInitializer |
WorldPartition/DataLayer/DataLayer.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsInitiallyLoadedInEditor | uint32 | Determines the default value of the data layer's loaded state in editor if it hasn't been changed in data layer outliner by the user | WorldPartition/DataLayer/DataLayer.h |
|
| bIsInitiallyVisible | uint32 | Whether actors associated with the Data Layer should be initially visible in the viewport when loading the map | WorldPartition/DataLayer/DataLayer.h |
|
| bIsLoadedInEditor | uint32 | Wheter the data layer is loaded in editor (user setting) | WorldPartition/DataLayer/DataLayer.h |
|
| bIsLoadedInEditorChangedByUserOperation | uint32 | Whether this data layer editor visibility was changed by a user operation | WorldPartition/DataLayer/DataLayer.h |
|
| bIsLocked | uint32 | Whether this data layer is locked, which means the user can't change actors assignation, remove or rename it | WorldPartition/DataLayer/DataLayer.h | |
| bIsRuntime | uint32 | Whether the Data Layer affects actor runtime loading | WorldPartition/DataLayer/DataLayer.h |
|
| bIsVisible | uint32 | Whether actors associated with the DataLayer are visible in the viewport | WorldPartition/DataLayer/DataLayer.h |
|
| DataLayerLabel | FName | The display name of the Data Layer | WorldPartition/DataLayer/DataLayer.h | |
| DebugColor | FColor | WorldPartition/DataLayer/DataLayer.h |
|
|
| InitialRuntimeState | EDataLayerRuntimeState | WorldPartition/DataLayer/DataLayer.h |
|
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanParent
(
const UDEPRECATED_DataLayer* InParent |
WorldPartition/DataLayer/DataLayer.h | ||
void ClearLoadedInEditorChangedByUserOperation() |
WorldPartition/DataLayer/DataLayer.h | ||
bool Equals
(
const FActorDataLayer& ActorDataLayer |
WorldPartition/DataLayer/DataLayer.h |
|
|
void ForEachChild
(
TFunctionRef< bool(const UDEPRECATED_DataLayer*)> Operation |
WorldPartition/DataLayer/DataLayer.h | ||
const TArray< TObjectPtr< UDEPRECATED_DataLayer > > & GetChildren() |
WorldPartition/DataLayer/DataLayer.h | ||
const TCHAR * GetDataLayerIconName() |
WorldPartition/DataLayer/DataLayer.h | ||
FName GetDataLayerLabel() |
WorldPartition/DataLayer/DataLayer.h |
|
|
FColor GetDebugColor() |
WorldPartition/DataLayer/DataLayer.h |
|
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EDataLayerRuntimeState GetInitialRuntimeState() |
WorldPartition/DataLayer/DataLayer.h |
|
|
PRAGMA_DISABLE_DEPRECATION_WARNINGS EDataLayerState GetInitialState() |
WorldPartition/DataLayer/DataLayer.h |
|
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const UDEPRECATED_DataLayer * GetParent () |
WorldPartition/DataLayer/DataLayer.h | ||
| WorldPartition/DataLayer/DataLayer.h | |||
bool IsDynamicallyLoaded() |
WorldPartition/DataLayer/DataLayer.h |
|
|
bool IsEffectiveLoadedInEditor() |
WorldPartition/DataLayer/DataLayer.h | ||
bool IsEffectiveVisible() |
WorldPartition/DataLayer/DataLayer.h |
|
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bool IsInitiallyActive() |
WorldPartition/DataLayer/DataLayer.h |
|
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bool IsInitiallyLoadedInEditor() |
WorldPartition/DataLayer/DataLayer.h | ||
bool IsInitiallyVisible() |
WorldPartition/DataLayer/DataLayer.h |
|
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bool IsLoadedInEditor() |
WorldPartition/DataLayer/DataLayer.h | ||
bool IsLoadedInEditorChangedByUserOperation() |
WorldPartition/DataLayer/DataLayer.h | ||
bool IsLocked() |
WorldPartition/DataLayer/DataLayer.h | ||
bool IsRuntime() |
WorldPartition/DataLayer/DataLayer.h |
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bool IsVisible() |
WorldPartition/DataLayer/DataLayer.h |
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void SetChildParent
(
UDEPRECATED_DataLayer* InParent |
WorldPartition/DataLayer/DataLayer.h | ||
void SetIsInitiallyVisible
(
bool bIsInitiallyVisible |
WorldPartition/DataLayer/DataLayer.h | ||
void SetIsLoadedInEditor
(
bool bIsLoadedInEditor, |
WorldPartition/DataLayer/DataLayer.h | ||
void SetIsLocked
(
bool bInIsLocked |
WorldPartition/DataLayer/DataLayer.h | ||
void SetIsRuntime
(
bool bIsRuntime |
WorldPartition/DataLayer/DataLayer.h | ||
void SetParent
(
UDEPRECATED_DataLayer* InParent |
WorldPartition/DataLayer/DataLayer.h | ||
void SetVisible
(
bool bIsVisible |
WorldPartition/DataLayer/DataLayer.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* Property |
WorldPartition/DataLayer/DataLayer.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
WorldPartition/DataLayer/DataLayer.h | ||
virtual void PostLoad() |
WorldPartition/DataLayer/DataLayer.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FText GetDataLayerText
(
const UDEPRECATED_DataLayer* InDataLayer |
WorldPartition/DataLayer/DataLayer.h |