Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/WorldPartition > API/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 | |
|---|---|---|---|
UDataLayerAsset
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | CanBeReferencedByActor
(
AActor* InActor |
||
| bool | CanBeReferencedByActor
(
const TSoftObjectPtr< UDataLayerAsset >& InDataLayerAsset, |
||
| FColor | |||
| EDataLayerType | GetType () |
||
| bool | IsPrivate () |
||
| bool | IsRuntime () |
||
| void | SetDebugColor
(
FColor InDebugColor |
||
| void | SetType
(
EDataLayerType Type |
||
| bool |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| bool | CanEditChange
(
const FProperty* InProperty |
Called by the editor to query whether a property of this object is allowed to be modified. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |