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Stores the sequencer binding information needed to re-resolve a spawnable actor after its transient instance is destroyed (e.g. on level reload or sequence restart).
| Name | FCompositeSpawnableBinding |
| Type | struct |
| Header File | /Engine/Plugins/Compositing/Composite/Source/Composite/Public/CompositeSpawnableBinding.h |
| Include Path | #include "CompositeSpawnableBinding.h" |
Syntax
USTRUCT ()
struct FCompositeSpawnableBinding
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| BindingId | FGuid | Binding GUID of the actor within the level sequence. | CompositeSpawnableBinding.h | |
| LevelSequence | TSoftObjectPtr< ULevelSequence > | Level sequence containing the spawnable binding. | CompositeSpawnableBinding.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void Invalidate() |
Reset the binding to an invalid state. | CompositeSpawnableBinding.h | |
bool IsValid() |
Returns true if this binding has been populated with valid data. | CompositeSpawnableBinding.h |