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API > API/Runtime > API/Runtime/Engine
| Name | UDataLayerManager |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/DataLayerManager.h |
| Include Path | #include "WorldPartition/DataLayer/DataLayerManager.h" |
Syntax
UCLASS (Config=Engine, Within=WorldPartition, MinimalAPI)
class UDataLayerManager : public UObject
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UDataLayerManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UDataLayerManager() |
WorldPartition/DataLayer/DataLayerManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| DumpDataLayersCommand | class FAutoConsoleCommandWithOutputDevice | Console command used to list Data Layers | WorldPartition/DataLayer/DataLayerManager.h |
| SetDataLayerRuntimeStateCommand | class FAutoConsoleCommand | Console command used to set Runtime Data Layer state | WorldPartition/DataLayer/DataLayerManager.h |
| ToggleDataLayerActivation | class FAutoConsoleCommand | Console command used to toggle activation of a Data Layer | WorldPartition/DataLayer/DataLayerManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| OnDataLayerInstanceRuntimeStateChanged | FOnDataLayerInstanceRuntimeStateChanged | Called when a Data Layer instance runtime state has changed. | WorldPartition/DataLayer/DataLayerManager.h |
|
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActiveDataLayersLoadTime | TMap< const UDataLayerInstance *, double > | Data layers load time | WorldPartition/DataLayer/DataLayerManager.h | |
| bCanResolveDataLayers | bool | Whether manager can resolve data layers | WorldPartition/DataLayer/DataLayerManager.h | |
| DataLayerActorEditorContextID | int32 | Used by Editor Context | WorldPartition/DataLayer/DataLayerManager.h | |
| DataLayerInstanceWithAssetClass | TSoftClassPtr< UDataLayerInstanceWithAsset > | WorldPartition/DataLayer/DataLayerManager.h |
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| DataLayerLoadingPolicy | TObjectPtr< UDataLayerLoadingPolicy > | WorldPartition/DataLayer/DataLayerManager.h |
|
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| DataLayerLoadingPolicyClass | TSoftClassPtr< UDataLayerLoadingPolicy > | WorldPartition/DataLayer/DataLayerManager.h |
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| WorldDataLayersActor | FWorldPartitionReference | WorldPartition/DataLayer/DataLayerManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void ForEachDataLayerInstance
(
TFunctionRef< bool(UDataLayerInstance*)> Func |
WorldPartition/DataLayer/DataLayerManager.h | ||
void ForEachDataLayerInstance
(
TFunctionRef< bool(UDataLayerInstance*)> Func |
WorldPartition/DataLayer/DataLayerManager.h | ||
const UDataLayerInstance * GetDataLayerInstance
(
const T& InDataLayerIdentifier |
WorldPartition/DataLayer/DataLayerManager.h | ||
PRAGMA_DISABLE_DEPRECATION_WARNINGS const UDataLayerInstance * GetDataLayerInstance
(
const T& InDataLayerIdentifier |
WorldPartition/DataLayer/DataLayerManager.h | ||
EDataLayerRuntimeState GetDataLayerInstanceEffectiveRuntimeState
(
const UDataLayerInstance* InDataLayerInstance |
Finds a matching Data Layer instance referencing the provided Data Layer asset and returns the Data Layer Instance runtime state. | WorldPartition/DataLayer/DataLayerManager.h |
|
const UDataLayerInstance * GetDataLayerInstanceFromAsset
(
const UDataLayerAsset* InDataLayerAsset |
Returns the Data Layer instance referencing the provided Data Layer asset (if any). | WorldPartition/DataLayer/DataLayerManager.h |
|
const UDataLayerInstance * GetDataLayerInstanceFromName
(
const FName& InDataLayerInstanceName |
Returns the Data Layer instance matching the provided Data Layer instance name (if any). | WorldPartition/DataLayer/DataLayerManager.h |
|
| WorldPartition/DataLayer/DataLayerManager.h | |||
EDataLayerRuntimeState GetDataLayerInstanceRuntimeState
(
const UDataLayerInstance* InDataLayerInstance |
Returns the Data Layer instance runtime state. | WorldPartition/DataLayer/DataLayerManager.h |
|
TArray< const UDataLayerInstance * > GetDataLayerInstances
(
const TArray< T >& InDataLayerIdentifiers |
WorldPartition/DataLayer/DataLayerManager.h | ||
| Returns all Data Layer instances. | WorldPartition/DataLayer/DataLayerManager.h |
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| WorldPartition/DataLayer/DataLayerManager.h | |||
| WorldPartition/DataLayer/DataLayerManager.h | |||
bool IsAllDataLayerInEffectiveRuntimeState
(
TArrayView< const FName > InDataLayerNames, |
WorldPartition/DataLayer/DataLayerManager.h | ||
bool IsAnyDataLayerInEffectiveRuntimeState
(
TArrayView< const FName > InDataLayerNames, |
WorldPartition/DataLayer/DataLayerManager.h | ||
bool SetDataLayerInstanceRuntimeState
(
const UDataLayerInstance* InDataLayerInstance, |
Changes the Data Layer instance runtime state. | WorldPartition/DataLayer/DataLayerManager.h |
|
bool SetDataLayerRuntimeState
(
const UDataLayerAsset* InDataLayerAsset, |
Finds a matching Data Layer instance referencing the provided Data Layer asset and changes its runtime state (if any). | WorldPartition/DataLayer/DataLayerManager.h |
|
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static TSubclassOf< UDataLayerInstanceWithAsset > GetDataLayerInstanceWithAssetClass() |
WorldPartition/DataLayer/DataLayerManager.h | ||
static UDataLayerManager * GetDataLayerManager
(
const T* InObject |
WorldPartition/DataLayer/DataLayerManager.h | ||
static bool IsAllDataLayerInEffectiveRuntimeState
(
TArrayView< const FName > InDataLayerNames, |
WorldPartition/DataLayer/DataLayerManager.h | ||
static bool IsAnyDataLayerInEffectiveRuntimeState
(
TArrayView< const FName > InDataLayerNames, |
WorldPartition/DataLayer/DataLayerManager.h | ||
static FWorldPartitionReference LoadWorldDataLayersActor
(
UActorDescContainerInstance* InActorDescContainerInstance |
WorldPartition/DataLayer/DataLayerManager.h |