Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/UWorldPartition
Use scope around actor package save calls to prevent newly created spatial actors from being pinned (actors will get unloaded instead)
| Name | FDisableNonDirtyActorTrackingScope |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartition.h |
| Include Path | #include "WorldPartition/WorldPartition.h" |
Syntax
class FDisableNonDirtyActorTrackingScope
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FDisableNonDirtyActorTrackingScope
(
UWorldPartition* InWorldPartition, |
WorldPartition/WorldPartition.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FDisableNonDirtyActorTrackingScope() |
WorldPartition/WorldPartition.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bPreviousValue | bool | WorldPartition/WorldPartition.h | ||
| WorldPartition | UWorldPartition * | WorldPartition/WorldPartition.h |