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API > API/Plugins > API/Plugins/InstancedActors > API/Plugins/InstancedActors/UInstancedActorsData
Overloads
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void DespawnEntities () |
Called early in AInstancedActorsManager::EndPlay to reconstruct cooked data state from runtime Mass entities as best we can, then despawn all Mass entities and reset any other runtime instance data. | InstancedActorsData.h | |
void DespawnEntities
(
bool bIsSwitchingSubsystems |
InstancedActorsData.h |
DespawnEntities()
Description
Called early in AInstancedActorsManager::EndPlay to reconstruct cooked data state from runtime Mass entities as best we can, then despawn all Mass entities and reset any other runtime instance data. Note: does NOT nullify the shared fragment, that is done in Deinitialize(), which is only called on true teardown and not on subsystem switch, allowing the fragment to be reused by an immediate respawn.
| Name | DespawnEntities |
| Type | function |
| Header File | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Public/InstancedActorsData.h |
| Include Path | #include "InstancedActorsData.h" |
| Source | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Private/InstancedActorsData.cpp |
void DespawnEntities()
DespawnEntities(bool)
| Name | DespawnEntities |
| Type | function |
| Header File | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Public/InstancedActorsData.h |
| Include Path | #include "InstancedActorsData.h" |
| Source | /Engine/Plugins/Runtime/InstancedActors/Source/InstancedActors/Private/InstancedActorsData.cpp |
void DespawnEntities
(
bool bIsSwitchingSubsystems
)