Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/WorldPartition
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UWorldPartitionBlueprintLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Public/WorldPartition/WorldPartitionBlueprintLibrary.h |
| Include | #include "WorldPartition/WorldPartitionBlueprintLibrary.h" |
Syntax
UCLASS (MinimalAPI)
class UWorldPartitionBlueprintLibrary : public UBlueprintFunctionLibrary
Functions
| Type | Name | Description | |
|---|---|---|---|
| bool | GetActorDescs
(
TArray< FActorDesc >& OutActorDescs |
Gets all the actor descriptors into the provided array, recursing into actor containers. | |
| bool | GetActorDescsForActors
(
const TArray< AActor* >& InActors, |
Gets all the actor descriptors from the provided actor pointers, which represents descriptors on disk, e.g. will not reflect properties of unsaved actors. | |
| UDataLayerManager * | GetDataLayerManager
(
UObject* WorldContextObject |
Returns the Data Layer Manager for this object. | |
| FBox | Gets the editor world bounds, which includes all actor descriptors. | ||
| bool | GetIntersectingActorDescs
(
const FBox& InBox, |
Gets all the actor descriptors intersecting the provided box into the provided array, recursing into actor containers. | |
| FBox | Gets the runtime world bounds, which only includes actor descriptors that aren't editor only. | ||
| void | LoadActors
(
const TArray< FGuid >& InActorsToLoad |
Load actors | |
| void | Pin actors | ||
| void | UnloadActors
(
const TArray< FGuid >& InActorsToUnload |
Unload actors | |
| void | UnpinActors
(
const TArray< FGuid >& InActorsToUnpin |
Unpin actors |
Constants
| Name | Description |
|---|---|
| LoaderAdapterActorListMap | |
| OnWorldPartitionUninitializedHandle |