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API > API/Plugins > API/Plugins/LevelStreamingPersistence
| Name | ULevelStreamingPersistenceManager |
| Type | class |
| Header File | /Engine/Plugins/Runtime/LevelStreamingPersistence/Source/LevelStreamingPersistence/Public/LevelStreamingPersistenceManager.h |
| Include Path | #include "LevelStreamingPersistenceManager.h" |
Syntax
UCLASS ()
class ULevelStreamingPersistenceManager : public UWorldSubsystem
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → ULevelStreamingPersistenceManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
ULevelStreamingPersistenceManager
(
const FObjectInitializer& |
LevelStreamingPersistenceManager.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~ULevelStreamingPersistenceManager() |
LevelStreamingPersistenceManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| bIsEnabled | bool | LevelStreamingPersistenceManager.h | |
| DumpContentCommand | class FAutoConsoleCommand | LevelStreamingPersistenceManager.h | |
| EnableCommand | class FAutoConsoleVariableRef | Console commands. | LevelStreamingPersistenceManager.h |
| GetPropertyValueCommand | class FAutoConsoleCommand | LevelStreamingPersistenceManager.h | |
| LoadFromFileCommand | class FAutoConsoleCommand | LevelStreamingPersistenceManager.h | |
| SaveToFileCommand | class FAutoConsoleCommand | LevelStreamingPersistenceManager.h | |
| SetPropertyValueCommand | class FAutoConsoleCommand | LevelStreamingPersistenceManager.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| ActorDestroyedHandle | FDelegateHandle | LevelStreamingPersistenceManager.h | ||
| bUseTaggedPropertySerialization | bool | Whether to use tagget property serialization. | LevelStreamingPersistenceManager.h | |
| LevelsPendingFinishRestore | TSet< FString > | Level paths that have pending destroys and respawns when made visible. | LevelStreamingPersistenceManager.h | |
| LevelsPropertyValues | TMap< FString, FLevelStreamingPersistentPropertyValues > | Per-level Persistent property values. | LevelStreamingPersistenceManager.h | |
| PersistenceModule | ILevelStreamingPersistenceModule * | Persistence Module. | LevelStreamingPersistenceManager.h | |
| PersistentPropertiesInfo | TObjectPtr< ULevelStreamingPersistentPropertiesInfo > | Persistent Properties Info. | LevelStreamingPersistenceManager.h |
|
| PreloadedRuntimeSpawnedActorClasses | TArray< TObjectPtr< UClass > > | Classes kept in memory to ensure they are available for runtime respawning, to avoid sync loads when making streaming levels visible. | LevelStreamingPersistenceManager.h |
|
| RuntimeSpawnedActorClassPaths | TSet< FSoftClassPath > | Set of all class paths required to respawn runtime-spawned actors, populated on save and restored on load. | LevelStreamingPersistenceManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool EjectPlacedActor
(
AActor* InActor |
Ejects a map-placed actor: it will be absent on next level reload, but stay alive for the current session. | LevelStreamingPersistenceManager.h |
|
| Gets the property value if found, returns true on success. | LevelStreamingPersistenceManager.h | ||
| Gets the property value and converts it to a string if found, returns true on success. | LevelStreamingPersistenceManager.h | ||
bool InitializeFrom
(
const TArray< uint8 >& InPayload |
Deserialize the persistent properties of all streaming levels of the current map from byte array. | LevelStreamingPersistenceManager.h |
|
AActor * RecreateActorInLevel
(
AActor* InActor, |
Captures persistent values for the actor, destroys it and respawns it into another level. | LevelStreamingPersistenceManager.h |
|
AActor * RecreateActorInPersistentLevel
(
AActor* InActor |
Calls RecreateActorInLevel passing the persistent level. | LevelStreamingPersistenceManager.h |
|
bool SerializeTo
(
TArray< uint8 >& OutPayload, |
Serialize the persistent properties of all streaming levels of the current map to byte array. | LevelStreamingPersistenceManager.h |
|
| Sets property value and creates the entry if necessary, returns true on success. | LevelStreamingPersistenceManager.h | ||
| Sets the property value on existing entries, returns true on success. | LevelStreamingPersistenceManager.h | ||
| Sets the property value converted from the provided string value on existing entries, returns true on success. | LevelStreamingPersistenceManager.h |
Public Virtual
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
LevelStreamingPersistenceManager.h | ||
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
LevelStreamingPersistenceManager.h | ||
virtual bool ShouldCreateSubsystem
(
UObject* Outer |
LevelStreamingPersistenceManager.h |
Protected Virtual
Overridden from UWorldSubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool DoesSupportWorldType
(
const EWorldType::Type WorldType |
LevelStreamingPersistenceManager.h |