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Description
Finds a matching Data Layer instance referencing the provided Data Layer asset and changes its runtime state (if any). If recursive is set to true, the runtime state will also be applied to all child Data Layer instances. Note:
- Changing the runtime state of a Client-Only Data Layer instance must be done on the client side or else it will have no effect.
- Changing the runtime state of a Server-Only Data Layer instance can only be done on the server side or else it will have no effect.
- Changing the runtime state of a runtime Data Layer instance (with no Load Filter set on the asset) must be done on the server side or else it will have no effect. The runtime state will then be replicated on the client. (see Data Layer asset Load Filter for more details)
| Name | SetDataLayerRuntimeState |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/DataLayerManager.h |
| Include Path | #include "WorldPartition/DataLayer/DataLayerManager.h" |
| Source | /Engine/Source/Runtime/Engine/Private/WorldPartition/DataLayer/DataLayerManager.cpp |
UFUNCTION (BlueprintCallable, Category=DataLayers)
bool SetDataLayerRuntimeState
(
const UDataLayerAsset * InDataLayerAsset,
EDataLayerRuntimeState InState,
bool bInIsRecursive
)