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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/WorldPartition > API/Runtime/Engine/WorldPartition/HLOD
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AWorldPartitionHLOD
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/WorldPartition/HLOD/HLODActor.h |
| Include | #include "WorldPartition/HLOD/HLODActor.h" |
Syntax
UCLASS (NotPlaceable, MinimalAPI,
HideCategories=(Rendering, Replication, Collision, Physics, Navigation, Networking, Input, Actor, LevelInstance, Cooking))
class AWorldPartitionHLOD : public AActor
Constructors
| Type | Name | Description | |
|---|---|---|---|
AWorldPartitionHLOD
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | BuildHLOD
(
bool bForceBuild |
||
| bool | |||
| const FBox & | |||
| uint32 | GetHLODHash () |
||
| const FHLODBuildInputStats & | |||
| uint32 | GetLODLevel () |
||
| double | |||
| UWorldPartitionHLODSourceActors * | |||
| const UWorldPartitionHLODSourceActors * | |||
| const FGuid & | |||
| int64 | |||
| void | ResetStats () |
||
| void | SetHLODBounds
(
const FBox& InBounds |
||
| void | SetHLODComponents
(
const TArray< UActorComponent* >& InHLODComponents |
||
| void | SetInputStats
(
const FHLODBuildInputStats& InInputStats |
||
| void | SetLODLevel
(
uint32 InLODLevel |
||
| void | SetMinVisibleDistance
(
double InMinVisibleDistance |
||
| void | SetRequireWarmup
(
bool InRequireWarmup |
||
| void | SetSourceActors
(
UWorldPartitionHLODSourceActors* InSourceActors |
||
| void | SetSourceCellGuid
(
const FGuid& InSourceCellGuid |
||
| void | |||
| void | SetVisibility
(
bool bInVisible |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| void | BeginPlay () |
Overridable native event for when play begins for this actor. | |
| bool | CanEditChangeComponent
(
const UActorComponent* Component, |
||
| TUniquePtr< class FWorldPartitionActorDesc > | Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | ||
| void | EndPlay
(
const EEndPlayReason::Type EndPlayReason |
Overridable function called whenever this actor is being removed from a level | |
| void | GetStreamingBounds
(
FBox& OutRuntimeBounds, |
Returns the bounding boxes of all components that make up this Actor for loading at runtime and editor. | |
| bool | Indicates whether this actor contributes to the HLOD generation. | ||
| bool | Returns true if actor location should be locked. | ||
| bool | |||
| bool | Used to know if actor supports some editor operations. (Delete, Replace) | ||
| void | Called before all the components in the Components array are registered, called both in editor and during gameplay | ||
| void | Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location. | ||
| bool | ShouldImport
(
FStringView ActorPropString, |
Called before editor paste, true allow import |
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. | |
| bool | IsEditorOnly () |
Called during saving to determine if the object is forced to be editor only or not | |
| bool | Called during saving to determine the load flags to save with the object. | ||
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. | |
| void | PreSave
(
FObjectPreSaveContext ObjectSaveContext |
Presave function. | |
| void | Handles reading, writing, and reference collecting using FArchive. |
Typedefs
| Name | Description |
|---|---|
| FStats |