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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UDataLayerAsset
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool CanBeReferencedByActor
(
AActor* InActor |
WorldPartition/DataLayer/DataLayerAsset.h | ||
static bool CanBeReferencedByActor
(
const TSoftObjectPtr< UDataLayerAsset >& InDataLayerAsset, |
WorldPartition/DataLayer/DataLayerAsset.h |
CanBeReferencedByActor(AActor *)
| Name | CanBeReferencedByActor |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/DataLayerAsset.h |
| Include Path | #include "WorldPartition/DataLayer/DataLayerAsset.h" |
| Source | /Engine/Source/Runtime/Engine/Private/WorldPartition/DataLayer/DataLayerAsset.cpp |
bool CanBeReferencedByActor
(
AActor * InActor
) const
CanBeReferencedByActor(const TSoftObjectPtr< UDataLayerAsset > &, AActor *)
| Name | CanBeReferencedByActor |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/DataLayerAsset.h |
| Include Path | #include "WorldPartition/DataLayer/DataLayerAsset.h" |
| Source | /Engine/Source/Runtime/Engine/Private/WorldPartition/DataLayer/DataLayerAsset.cpp |
static bool CanBeReferencedByActor
(
const TSoftObjectPtr < UDataLayerAsset > & InDataLayerAsset,
AActor * InActor
)