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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/WorldPartition > API/Runtime/Engine/WorldPartition/StaticLightingData
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- AActor
- AMapBuildDataActor
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/WorldPartition/StaticLightingData/MapBuildDataActor.h |
| Include | #include "WorldPartition/StaticLightingData/MapBuildDataActor.h" |
Syntax
UCLASS (NotPlaceable,
HideCategories=(Rendering, Replication, Collision, Physics, Navigation, Networking, Input, Actor, LevelInstance, Cooking))
class AMapBuildDataActor : public AActor
Variables
| Type | Name | Description | |
|---|---|---|---|
| FBox | ActorBounds | ||
| TArray< FGuid > | ActorInstances | ||
| bool | bAddedToWorld | ||
| TObjectPtr< UMapBuildDataRegistry > | BuildData | ||
| FName | CellPackage | ||
| TObjectPtr< AActor > | ForceLinkToActor | ||
| FGuid | LevelBuildDataId |
Constructors
| Type | Name | Description | |
|---|---|---|---|
AMapBuildDataActor
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | |||
| UMapBuildDataRegistry * | GetBuildData
(
bool bCreateIfNotFound |
||
| void | |||
| void | LinkToActor
(
AActor* Actor |
||
| void | |||
| void | |||
| void | SetActorInstances
(
TArray< FGuid >& InActorInstances |
||
| void | |||
| void | SetBuildData
(
UMapBuildDataRegistry* MapBuildData |
||
| void | SetCellPackage
(
FName InCellPackage |
Overridden from AActor
| Type | Name | Description | |
|---|---|---|---|
| TUniquePtr< class FWorldPartitionActorDesc > | Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO. | ||
| void | GetActorBounds
(
bool bOnlyCollidingComponents, |
Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents). | |
| void | GetStreamingBounds
(
FBox& OutRuntimeBounds, |
Returns the bounding boxes of all components that make up this Actor for loading at runtime and editor. | |
| void | PopulatePIEDuplicationSeed
(
FDuplicationSeedInterface& DupSeed |
Populate the duplication seed when duplicating the actor for PIE. | |
| void | Called after all currently registered components are cleared | ||
| void | Called before all the components in the Components array are registered, called both in editor and during gameplay |
Overridden from UObject
| Type | Name | Description | |
|---|---|---|---|
| void | BeginDestroy () |
Called before destroying the object. | |
| void | PostLoad () |
Do any object-specific cleanup required immediately after loading an object. |