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Unreal Engine C++ API Reference > Runtime > Engine > WorldPartition > DataLayer
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UDataLayerAsset
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/WorldPartition/DataLayer/DataLayerAsset.h |
Include | #include "WorldPartition/DataLayer/DataLayerAsset.h" |
Syntax
class UDataLayerAsset : public UObject
Constructors
Type | Name | Description | |
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UDataLayerAsset
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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bool | CanBeReferencedByActor
(
AActor* InActor |
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bool | CanBeReferencedByActor
(
const TSoftObjectPtr< UDataLayerAsset >& InDataLayerAsset, |
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FColor | ||
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EDataLayerType | GetType () |
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bool | IsPrivate () |
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bool | IsRuntime () |
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void | SetDebugColor
(
FColor InDebugColor |
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void | SetType
(
EDataLayerType Type |
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bool |
Overridden from UObject
Type | Name | Description | |
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bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. |
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void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |