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API > API/Plugins > API/Plugins/LevelStreamingPersistence
The public interface to Level Streaming Persistence Module. Contains hooks for native game code to override, to implement custom persistence conditions, and pre-save/post-restore tasks.
| Name | ILevelStreamingPersistenceModule |
| Type | class |
| Header File | /Engine/Plugins/Runtime/LevelStreamingPersistence/Source/LevelStreamingPersistence/Public/LevelStreamingPersistenceModule.h |
| Include Path | #include "LevelStreamingPersistenceModule.h" |
Syntax
class ILevelStreamingPersistenceModule : public IModuleInterface
Implements Interfaces
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FPostRestoreLevel | TBaseDelegate_OneParam< void, const ULevel * > | Delegate for game logic to run after a level's state has been restored, so all the properties on objects within that level has been restored, and saved runtime actors have been respawned. | LevelStreamingPersistenceModule.h |
| FPostRestoreObject | TBaseDelegate_TwoParams< void, const UObject *, const TArray< const FProperty * > & > | Delegate for game logic per object class that is ran after the object's properties are restored. | LevelStreamingPersistenceModule.h |
| FPostRestorePersistedProperty | TBaseDelegate_TwoParams< void, const UObject *, const FProperty * > | Delegate for game logic per object class to run after a property value is restored. | LevelStreamingPersistenceModule.h |
| FPrePersistLevel | TBaseDelegate_OneParam< void, const ULevel * > | Delegate for game logic to run before a level is saved. | LevelStreamingPersistenceModule.h |
| FPrePersistObject | TBaseDelegate_OneParam< void, const UObject * > | Delegate for game logic per object class that is ran before the object is saved. | LevelStreamingPersistenceModule.h |
| FShouldPersistProperty | TBaseDelegate_TwoParams< bool, const UObject *, const FProperty * > | Delegate for custom conditions per object class for whether a property should be saved. | LevelStreamingPersistenceModule.h |
| FShouldPersistRuntimeActor | TBaseDelegate_OneParam< bool, const AActor * > | Delegate for custom conditions per object class for whether a runtime actor should be saved. | LevelStreamingPersistenceModule.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PostRestoreLevel | FPostRestoreLevel | Level-wide hook for after a streaming level's state is restored. Gives an opportunity to restore inter-actor relations, after their individual state has been restored. | LevelStreamingPersistenceModule.h | |
| PrePersistLevel | FPrePersistLevel | Level-wide hook for before a streaming level will be persisted. | LevelStreamingPersistenceModule.h |
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ClassPostRestoreObject | TMap< TWeakObjectPtr< const UClass >, FPostRestoreObject > | LevelStreamingPersistenceModule.h | ||
| ClassPostRestorePersistedProperty | TMap< TWeakObjectPtr< const UClass >, FPostRestorePersistedProperty > | LevelStreamingPersistenceModule.h | ||
| ClassPrePersistObject | TMap< TWeakObjectPtr< const UClass >, FPrePersistObject > | LevelStreamingPersistenceModule.h | ||
| ClassShouldPersistProperty | TMap< TWeakObjectPtr< const UClass >, FShouldPersistProperty > | LevelStreamingPersistenceModule.h | ||
| ClassShouldPersistRuntimeActor | TMap< TWeakObjectPtr< const UClass >, FShouldPersistRuntimeActor > | LevelStreamingPersistenceModule.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPostRestoreObject & OnPostRestoreObject () |
Game code hook for after an object's properties are restored. | LevelStreamingPersistenceModule.h | |
FPostRestoreObject & OnPostRestoreObject
(
const UClass* InClass |
Game code hook for after an object's properties are restored. | LevelStreamingPersistenceModule.h | |
FPostRestorePersistedProperty & OnPostRestorePersistedProperty () |
Game code hook for after an object's property has been restored. | LevelStreamingPersistenceModule.h | |
FPostRestorePersistedProperty & OnPostRestorePersistedProperty
(
const UClass* InClass |
Game code hook for after an object's property has been restored. | LevelStreamingPersistenceModule.h | |
FPrePersistObject & OnPrePersistObject () |
Game code hook for before an object will be persisted. Gives an opportunity to do last second conversion of runtime state to serializable properties. | LevelStreamingPersistenceModule.h | |
FPrePersistObject & OnPrePersistObject
(
const UClass* InClass |
Game code hook for before an object will be persisted. Gives an opportunity to do last second conversion of runtime state to serializable properties. | LevelStreamingPersistenceModule.h | |
FShouldPersistProperty & OnShouldPersistProperty () |
Game code hook for whether an object's property should be persisted. Is called in addition to ObjectClassFilter and OuterClassFilter. | LevelStreamingPersistenceModule.h | |
FShouldPersistProperty & OnShouldPersistProperty
(
const UClass* InClass |
Game code hook for whether an object's property should be persisted. Is called in addition to ObjectClassFilter and OuterClassFilter. | LevelStreamingPersistenceModule.h | |
FShouldPersistRuntimeActor & OnShouldPersistRuntimeActor () |
Game code hook for whether a runtime-spawned actor should be recorded for persistence. Is called in addition to RuntimeRespawnedActorClasses settings. | LevelStreamingPersistenceModule.h | |
FShouldPersistRuntimeActor & OnShouldPersistRuntimeActor
(
const UClass* InClass |
Game code hook for whether a runtime-spawned actor should be recorded for persistence. Is called in addition to RuntimeRespawnedActorClasses settings. | LevelStreamingPersistenceModule.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static ILevelStreamingPersistenceModule & Get () |
Singleton-like access to this module's interface. | LevelStreamingPersistenceModule.h | |
static bool IsAvailable () |
Checks to see if this module is loaded and ready. | LevelStreamingPersistenceModule.h |