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API > API/Runtime > API/Runtime/Engine
| Name | UWorldPartitionBlueprintLibrary |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionBlueprintLibrary.h |
| Include Path | #include "WorldPartition/WorldPartitionBlueprintLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UWorldPartitionBlueprintLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UWorldPartitionBlueprintLibrary
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| LoaderAdapterActorListMap | TMap< UWorldPartition *, TUniquePtr< FLoaderAdapterActorList > > | WorldPartition/WorldPartitionBlueprintLibrary.h | |
| OnWorldPartitionUninitializedHandle | FDelegateHandle | WorldPartition/WorldPartitionBlueprintLibrary.h |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool GetActorDescs
(
const UActorDescContainerInstance* InContainer, |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
static bool GetActorDescs
(
const UWorldPartition* WorldPartition, |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
static bool GetActorDescs
(
TArray< FActorDesc >& OutActorDescs |
Gets all the actor descriptors into the provided array, recursing into actor containers. | WorldPartition/WorldPartitionBlueprintLibrary.h |
|
static bool GetActorDescsForActors
(
const TArray< AActor* >& InActors, |
Gets all the actor descriptors from the provided actor pointers, which represents descriptors on disk, e.g. will not reflect properties of unsaved actors. | WorldPartition/WorldPartitionBlueprintLibrary.h |
|
static UDataLayerManager * GetDataLayerManager
(
UObject* WorldContextObject |
Returns the Data Layer Manager for this object. | WorldPartition/WorldPartitionBlueprintLibrary.h |
|
static UWorld * GetEditorWorld() |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
static FBox GetEditorWorldBounds() |
Gets the editor world bounds, which includes all actor descriptors. | WorldPartition/WorldPartitionBlueprintLibrary.h |
|
static bool GetIntersectingActorDescs
(
const FBox& InBox, |
Gets all the actor descriptors intersecting the provided box into the provided array, recursing into actor containers. | WorldPartition/WorldPartitionBlueprintLibrary.h |
|
static bool GetIntersectingActorDescs
(
const UActorDescContainerInstance* InContainerInstance, |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
static bool GetIntersectingActorDescs
(
UWorldPartition* WorldPartition, |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
static FBox GetRuntimeWorldBounds() |
Gets the runtime world bounds, which only includes actor descriptors that aren't editor only. | WorldPartition/WorldPartitionBlueprintLibrary.h |
|
static UWorldPartition * GetWorldPartition() |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
static bool HandleIntersectingActorDesc
(
const FWorldPartitionActorDescInstance* ActorDescInstance, |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
| Load actors | WorldPartition/WorldPartitionBlueprintLibrary.h |
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static void OnWorldPartitionUninitialized
(
UWorldPartition* InWorldPartition |
WorldPartition/WorldPartitionBlueprintLibrary.h | ||
| Pin actors | WorldPartition/WorldPartitionBlueprintLibrary.h |
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| Unload actors | WorldPartition/WorldPartitionBlueprintLibrary.h |
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| Unpin actors | WorldPartition/WorldPartitionBlueprintLibrary.h |
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