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| Name | UWorldPartitionStandaloneHLODSubsystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/StandaloneHLODSubsystem.h |
| Include Path | #include "WorldPartition/HLOD/StandaloneHLODSubsystem.h" |
Syntax
UCLASS (MinimalAPI)
class UWorldPartitionStandaloneHLODSubsystem : public UWorldSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UWorldPartitionStandaloneHLODSubsystem
Structs
| Name | Remarks |
|---|---|
| FStandaloneHLODActorParams |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bRefreshCachedHLODSetups | bool | WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
| CachedHLODSetups | TMap< FName, TMap< int32, FName > > | WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
| StandaloneHLODActors | TMap< FGuid, TArray< AWorldPartitionStandaloneHLOD * > > | WorldPartition/HLOD/StandaloneHLODSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DeleteStandaloneHLODActors
(
FGuid InGuid |
WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
void DeleteStandaloneHLODActorsRecursive
(
const FLevelInstanceActorDesc& InLevelInstanceActorDesc |
WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
void ForEachStandaloneHLODActor
(
TFunctionRef< void(AWorldPartitionStandaloneHLOD*)> Func |
WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
void ForEachStandaloneHLODActorFiltered
(
FGuid InGuid, |
WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
void UpdateStandaloneHLODActors
(
FStandaloneHLODActorParams InStandaloneHLODActorParams |
WorldPartition/HLOD/StandaloneHLODSubsystem.h | ||
void UpdateStandaloneHLODActorsRecursive
(
const FLevelInstanceActorDesc& InLevelInstanceActorDesc, |
WorldPartition/HLOD/StandaloneHLODSubsystem.h |
Overridden from UWorldSubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesSupportWorldType
(
const EWorldType::Type WorldType |
WorldPartition/HLOD/StandaloneHLODSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
Implement this for deinitialization of instances of the system | WorldPartition/HLOD/StandaloneHLODSubsystem.h | |
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
Initializes the world subsystem. | WorldPartition/HLOD/StandaloneHLODSubsystem.h | |
virtual bool ShouldCreateSubsystem
(
UObject* Outer |
Override to control if the Subsystem should be created at all. | WorldPartition/HLOD/StandaloneHLODSubsystem.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| WorldPartition/HLOD/StandaloneHLODSubsystem.h |