code: static bool ResolveRuntimeDataLayerInstanceNames ( const [UDataLayerManager](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerManager) * InDataLayerManager, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & InActorDescView, const [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) & ActorDescViewMap, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutRuntimeDataLayerInstanceNames )


module: Engine

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > ResolvedDataLayerInstanceNames ( const [UDataLayerManager](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerManager) * InDataLayerManager, const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc, const [TArray](API\Runtime\Core\Containers\TArray)< const [FWorldDataLayersActorDesc](API\Runtime\Engine\WorldPartition\DataLayer\FWorldDataLayersActorDesc) * > & InWorldDataLayersActorDescs )


code: static bool SetDataLayerShortName ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance, const [FString](API\Runtime\Core\Containers\FString) & InNewShortName )


className: FDataLayerUtils

code: class FDataLayerUtils


className: FOnDataLayerInstanceRuntimeStateChanged


className: FOnDataLayerRuntimeStateChanged

code: class FOnDataLayerRuntimeStateChanged


code: virtual bool Equals ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * Other ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FDataLayerInstanceDesc](API\Runtime\Engine\WorldPartition\DataLayer\FDataLayerInstanceDesc) > & GetDataLayerInstances() const


code: const [FDataLayerInstanceDesc](API\Runtime\Engine\WorldPartition\DataLayer\FDataLayerInstanceDesc) * GetDataLayerInstanceFromInstanceName ( [FName](API\Runtime\Core\UObject\FName) InDataLayerInstanceName ) const


code: const [FDataLayerInstanceDesc](API\Runtime\Engine\WorldPartition\DataLayer\FDataLayerInstanceDesc) * GetDataLayerInstanceFromAssetPath ( [FName](API\Runtime\Core\UObject\FName) InDataLayerAssetPath ) const


code: virtual void Init ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: virtual bool IsResaveNeeded() const


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


className: FWorldDataLayersActorDesc

description: ActorDesc forAWorldDataLayersactors.

code: class FWorldDataLayersActorDesc : public [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc)


className: Type

code: typedef class FWorldDataLayersActorDesc Type


code: template<> struct FWorldPartitionActorDescType< AWorldDataLayers >


code: namespace HasDataLayerInstanceClass< T, decltype(&T { template<typename T> struct HasDataLayerInstanceClass< T, decltype(&T::GetDataLayerInstanceClass, 0)> : public true_type }


className: HasDataLayerInstanceClass

description: HasDataLayerInstanceClass< T, decltype(&T::GetDataLayerInstanceClass, 0)>

code: template<typename T, typename> struct HasDataLayerInstanceClass : public false_type


code: bool AddActorToDataLayers ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & DataLayers )


className: IDataLayerEditorModule

description: The module holding all of the UI related pieces for DataLayer management

code: class IDataLayerEditorModule : public [IModuleInterface](API\Runtime\Core\Modules\IModuleInterface)


code: bool CanBeReferencedByActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: static bool CanBeReferencedByActor ( const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) > & InDataLayerAsset, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


code: void SetDebugColor ( [FColor](API\Runtime\Core\Math\FColor) InDebugColor )


code: void SetType ( EDataLayerType Type )


code: UDataLayerAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataLayerAsset

code: class UDataLayerAsset : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


code: virtual bool AddActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: virtual bool CanAddActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: bool CanBeChildOf ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InParent, [FText](API\Runtime\Core\Internationalization\FText) * OutReason ) const


code: virtual bool CanBeInActorEditorContext() const


code: virtual bool CanEditDataLayerShortName() const


code: virtual bool CanHaveChildDataLayers() const


code: virtual bool CanHaveParentDataLayer() const


description: Deprecated* Use CanBeChildOf instead

code: bool CanParent ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InParent ) const


code: virtual bool CanUserRemoveActors() const


code: virtual bool CanRemoveActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: virtual bool CanUserAddActors() const


code: void ForEachChild ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) *)> Operation ) const


code: virtual const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * GetAsset() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) > > & GetChildren() const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetDataLayerFName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDataLayerFullName() const


code: const TCHAR * GetDataLayerIconName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDataLayerShortName() const


code: static [FText](API\Runtime\Core\Internationalization\FText) GetDataLayerText ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayer )


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetDebugColor() const


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetOuterWorld() const


code: [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * GetOuterWorldDataLayers() const


code: const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetParent() const


code: virtual EDataLayerType GetType() const


code: template<class T> T * GetTypedOuter() const


code: bool IsEffectiveLoadedInEditor() const


code: bool IsInActorEditorContext() const


code: virtual bool IsIncludedInActorFilterDefault() const


code: bool IsInitiallyLoadedInEditor() const


code: bool IsParentDataLayerTypeCompatible ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InParent ) const


description: Whether the DataLayer was created by a user and can be deleted by a user.

code: virtual bool IsUserManaged() const


code: virtual bool PerformAddActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: virtual bool PerformRemoveActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: virtual void PerformSetDataLayerShortName ( const [FString](API\Runtime\Core\Containers\FString) & InNewShortName )


description: Called after applying a transaction to the object. Default implementation simply calls PostEditChange.

code: virtual void PostEditUndo()


code: virtual void PostLoad()


description: Called before applying a transaction to the object. Default implementation simply calls PreEditChange.

code: virtual void PreEditUndo()


description: Deprecated* Use SetShortName instead

code: virtual bool RelabelDataLayer ( [FName](API\Runtime\Core\UObject\FName) NewDataLayerLabel )


code: bool RemoveFromActorEditorContext()


code: virtual bool RemoveActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: void SetChildParent ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InParent )


code: void SetIsInitiallyVisible ( bool bIsInitiallyVisible )


code: void SetIsLoadedInEditor ( bool bIsLoadedInEditor, bool bFromUserChange )


code: void SetIsLocked ( bool bInIsLocked )


code: bool SetParent ( [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InParent )


code: void SetVisible ( bool bIsVisible )


description: Deprecated* Use CanEditShortName instead

code: virtual bool SupportRelabeling() const


code: virtual bool SupportsActorFilters() const


code: virtual bool Validate ( [IStreamingGenerationErrorHandler](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler) * ErrorHandler ) const


code: UDataLayerInstance ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataLayerInstance

code: class UDataLayerInstance : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

bIsInitiallyLoadedInEditor

type: uint32:  1

description: Determines the default value of the data layer's loaded state in editor if it hasn't been changed in data layer outliner by the user

bIsInitiallyVisible

description: Whether actors associated with the Data Layer should be initially visible in the viewport when loading the map

bIsLoadedInEditor

description: Wheter the data layer is loaded in editor (user setting)

bIsLoadedInEditorChangedByUserOperation

description: Whether this data layer editor visibility was changed by a user operation

bIsLocked

description: Whether this data layer is locked, which means the user can't change actors assignation, remove or rename it

bIsVisible

description: Whether actors associated with the DataLayer are visible in the viewport

InitialRuntimeState

type: EDataLayerRunti...


code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: virtual bool CanEditDataLayerShortName() const


code: virtual const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * GetAsset() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDataLayerFullName() const


code: virtual [FString](API\Runtime\Core\Containers\FString) GetDataLayerShortName() const


code: virtual [FColor](API\Runtime\Core\Math\FColor) GetDebugColor() const


code: virtual EDataLayerType GetType() const


code: virtual bool IsIncludedInActorFilterDefault() const


code: virtual bool PerformAddActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: virtual bool PerformRemoveActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: virtual void PerformSetDataLayerShortName ( const [FString](API\Runtime\Core\Containers\FString) & InNewShortName )


code: UDataLayerInstancePrivate ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataLayerInstancePrivate

code: class UDataLayerInstancePrivate : public [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance)


code: virtual bool CanRemoveActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: virtual bool CanAddActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) const


code: static [FName](API\Runtime\Core\UObject\FName) MakeName ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DeprecatedDataLayer )


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: virtual void PostEditUndo()


code: virtual void PreEditUndo()


code: virtual bool SupportsActorFilters() const


code: virtual bool Validate ( [IStreamingGenerationErrorHandler](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler) * ErrorHandler ) const


code: void OnCreated ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * Asset )


code: UDataLayerInstanceWithAsset ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


className: UDataLayerInstanceWithAsset

code: class UDataLayerInstanceWithAsset : public [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance)


code: virtual bool ResolveIsLoadedInEditor ( [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & InDataLayers ) const


className: UDataLayerLoadingPolicy

code: class UDataLayerLoadingPolicy : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


className: DumpDataLayersCommand

description: Console command used to list Data Layers


code: void ForEachDataLayerInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) *)> Func )


code: void ForEachDataLayerInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) *)> Func ) const


code: const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstanceFromName ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerInstanceName ) const


code: const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstanceFromAsset ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * InDataLayerAsset ) const


code: EDataLayerRuntimeState GetDataLayerInstanceRuntimeState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance ) const


code: EDataLayerRuntimeState GetDataLayerInstanceEffectiveRuntimeState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance ) const


code: template<class T> const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstance ( const T & InDataLayerIdentifier ) const


code: template<class T> PRAGMA_DISABLE_DEPRECATION_WARNINGS const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstance ( const T & InDataLayerIdentifier ) const


code: template<class T> [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InDataLayerIdentifiers ) const


code: template<class T> [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetDataLayerInstanceNames ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InDataLayerIdentifiers ) const


code: template<class T> static [UDataLayerManager](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerManager) * GetDataLayerManager ( const T * InObject )


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetEffectiveActiveDataLayerNames() const


code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetEffectiveLoadedDataLayerNames() const


code: bool IsAnyDataLayerInEffectiveRuntimeState ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerNames, EDataLayerRuntimeState InState ) const


code: bool SetDataLayerInstanceRuntimeState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance, EDataLayerRuntimeState InState, bool bInIsRecursive )


className: SetDataLayerRuntimeStateCommand

description: Console command used to set Runtime Data Layer state

code: static class [FAutoConsoleCommand](API\Runtime\Core\HAL\FAutoConsoleCommand) SetDataLayerRuntimeStateCommand;


code: bool SetDataLayerRuntimeState ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * InDataLayerAsset, EDataLayerRuntimeState InState, bool bInIsRecursive )


className: ToggleDataLayerActivation

description: Console command used to toggle activation of a Data Layer

code: static class [FAutoConsoleCommand](API\Runtime\Core\HAL\FAutoConsoleCommand) ToggleDataLayerActivation;


className: UDataLayerManager

description: No constructors are accessible with public or protected access.

code: class UDataLayerManager : public [UObject](API\Runtime\CoreUObject\UObject\UObject)

OnDataLayerInstanceRuntimeStateChanged

type: FOnDataLayerIns...


description: Deprecated* This function has been deprecated.

code: bool CanResolveDataLayers() const


code: virtual bool DoesSupportWorldType ( const [EWorldType::Type](API\Runtime\Engine\Engine\EWorldType__Type) WorldType ) const


code: void DrawDataLayersStatus ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, FVector2D & Offset ) const


code: void DumpDataLayers ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & OutputDevice ) const


code: void ForEachDataLayer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) *)> Func, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelContext )


code: void ForEachDataLayer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) *)> Func, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelContext ) const


code: void ForEachWorldDataLayer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) *)> Func )


code: void ForEachWorldDataLayer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) *)> Func ) const


description: Deprecated* GetActiveDataLayerNames will be removed.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetActiveDataLayerNames() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetActorEditorContextDataLayers() const


description: Deprecated* Use GetDataLayerInstanceFromAsset instead.

code: [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayer ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & InDataLayer ) const


code: void GetDataLayerDebugColors ( [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), [FColor](API\Runtime\Core\Math\FColor) > & OutMapping ) const


description: Deprecated* Use UDataLayerManager::GetDataLayerEffectiveRuntimeState instead.

code: EDataLayerRuntimeState GetDataLayerEffectiveRuntimeState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayer ) const


description: Deprecated* Use GetDataLayerInstanceEffectiveRuntimeState instead.

code: EDataLayerRuntimeState GetDataLayerEffectiveRuntimeState ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & InDataLayer ) const


description: Deprecated* Use UDataLayerManager::GetDataLayerEffectiveRuntimeStateByName instead.

code: EDataLayerRuntimeState GetDataLayerEffectiveRuntimeStateByName ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerName ) const


code: EDataLayerRuntimeState GetDataLayerEffectiveRuntimeStateByLabel ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerLabel ) const


code: [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerFromName ( [FName](API\Runtime\Core\UObject\FName) InDataLayerName ) const


code: [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerFromLabel ( [FName](API\Runtime\Core\UObject\FName) InDataLayerLabel ) const


description: Find a Data Layer by its asset.

code: [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstanceFromAsset ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * InDataLayerAsset ) const


description: Deprecated* UseUDataLayerManager::GetDataLayerInstanceEffectiveRuntimeStateinstead.

code: EDataLayerRuntimeState GetDataLayerInstanceEffectiveRuntimeState ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * InDataLayerAsset ) const


description: Deprecated* UseUDataLayerManager::GetDataLayerInstanceRuntimeStateinstead.

code: EDataLayerRuntimeState GetDataLayerInstanceRuntimeState ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * InDataLayerAsset ) const


description: Deprecated* UseUDataLayerManager::GetDataLayerInstanceinstead.

code: template<class T> [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstance ( const T & InDataLayerIdentifier, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelContext ) const


description: Deprecated* UseUDataLayerManager::GetDataLayerInstancesinstead.

code: template<class T> [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetDataLayerInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InDataLayerIdentifiers, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelContext ) const


description: Deprecated* UseUDataLayerManager::GetDataLayerInstanceNamesinstead.

code: template<class T> [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > GetDataLayerInstanceNames ( const [TArray](API\Runtime\Core\Containers\TArray)< T > & InDataLayerIdentifiers, const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevelContext ) const


code: const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * GetDataLayerInstanceFromAssetName ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerAssetFullName ) const


description: Deprecated* Use UDataLayerManager::GetDataLayerRuntimeState instead.

code: EDataLayerRuntimeState GetDataLayerRuntimeState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayer ) const


description: Deprecated* Use GetDataLayerInstanceRuntimeState instead.

code: EDataLayerRuntimeState GetDataLayerRuntimeState ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & InDataLayer ) const


description: Deprecated* Use UDataLayerManager::GetDataLayerRuntimeStateByName instead.

code: EDataLayerRuntimeState GetDataLayerRuntimeStateByName ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerName ) const


code: EDataLayerRuntimeState GetDataLayerRuntimeStateByLabel ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerLabel ) const


description: Deprecated* Use GetDataLayerRuntimeStateByLabel instead.

code: EDataLayerState GetDataLayerStateByLabel ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerLabel ) const


code: EDataLayerState GetDataLayerStateByName ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerName ) const


description: Deprecated* Use GetDataLayerRuntimeState instead.

code: EDataLayerState GetDataLayerState ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & InDataLayer ) const


code: EDataLayerState GetDataLayerState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayer ) const


description: Deprecated* UseUDataLayerManager::GetEffectiveActiveDataLayerNamesinstead.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetEffectiveActiveDataLayerNames() const


description: Deprecated* UseUDataLayerManager::GetEffectiveLoadedDataLayerNamesinstead.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetEffectiveLoadedDataLayerNames() const


description: Deprecated* GetLoadedDataLayerNames will be removed.

code: const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & GetLoadedDataLayerNames() const


description: Deprecated* This function has been deprecated.

code: void GetUserLoadedInEditorStates ( [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutDataLayersLoadedInEditor, [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & OutDataLayersNotLoadedInEditor ) const


code: static [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > GetRuntimeDataLayerInstances ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerInstanceNames )


description: Deprecated* UseUDataLayerManager::IsAnyDataLayerInEffectiveRuntimeStateinstead.

code: bool IsAnyDataLayerInEffectiveRuntimeState ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerNames, EDataLayerRuntimeState InState ) const


code: bool IsAnyDataLayerInState ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerNames, EDataLayerState InState ) const


code: void PopActorEditorContext() const


code: void RegisterWorldDataLayer ( [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * WorldDataLayers )


code: bool RemoveDataLayer ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayer )


code: int32 RemoveDataLayers ( const [TArray](API\Runtime\Core\Containers\TArray)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & InDataLayerInstances )


code: bool ResolveIsLoadedInEditor ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerInstanceNames ) const


code: void PushActorEditorContext() const


description: Set the Data Layer state using its name.

code: void SetDataLayerInstanceRuntimeState ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * InDataLayerAsset, EDataLayerRuntimeState InState, bool bInIsRecursive )


description: Deprecated* UseUDataLayerManager::SetDataLayerRuntimeStateinstead.

code: void SetDataLayerRuntimeState ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * InDataLayerInstance, EDataLayerRuntimeState InState, bool bInIsRecursive )


description: Deprecated* UseSetDataLayerRuntimeState()with UDataLayerAsset* overload instead.

code: void SetDataLayerRuntimeState ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & InDataLayer, EDataLayerRuntimeState InState, bool bInIsRecursive )


description: Deprecated* Use SetDataLayerRuntimeStateByLabel instead.

code: void SetDataLayerStateByLabel ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerLabel, EDataLayerState InState )


description: Deprecated* Use SetDataLayerInstanceRuntimeState instead.

code: void SetDataLayerRuntimeStateByLabel ( const [FName](API\Runtime\Core\UObject\FName) & InDataLayerLabel, EDataLayerRuntimeState InState, bool bInIsRecursive )


description: Deprecated* Use SetDataLayerRuntimeState instead.

code: PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid SetDataLayerState ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & InDataLayer, EDataLayerState InState )


code: void UnregisterWorldDataLayer ( [AWorldDataLayers](API\Runtime\Engine\WorldPartition\DataLayer\AWorldDataLayers) * WorldDataLayers )


className: UDataLayerSubsystem

description: This class is deprecated, it has been replaced by DataLayerManager.

code: class UDataLayerSubsystem : public [UWorldSubsystem](API\Runtime\Engine\Subsystems\UWorldSubsystem)


code: [UDeprecatedDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDeprecatedDataLayerInstance) final ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: static PRAGMA_DISABLE_DEPRECATION_WARNINGS[FName](API\Runtime\Core\UObject\FName) MakeName ( const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DeprecatedDataLayer )


code: void OnCreated ( const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * DeprecatedDataLayer )


description: Do any object-specific cleanup required immediately after loading an object. This is not called for newly-created objects, and by default will always execute on the game thread.

code: virtual void PostLoad()


className: UDeprecatedDataLayerInstance

description: Class used for Runtime Conversion of the Deprecated UDataLayer Class toUDataLayerInstance+UDataLayerAsset. This class is not to be inherited. It is solely used by AWorldDatalayers to convert UDataLayers to UDataLayerInstances on Level Boot. You will need to run the DataLayerToAsset CommandLet to convert the deprecated datalayers to UDataLayerAssets andUDataLayerInstanceWithAsset.

code: class UDeprecatedDataLayerInstance : public [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance)


description:
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first.
true if the property can be modified in the editor, otherwise false

code: virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


code: bool Equals ( const [FActorDataLayer](API\Runtime\Engine\WorldPartition\DataLayer\FActorDataLayer) & ActorDataLayer ) const


code: void ForEachChild ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) *)> Operation ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) > > & GetChildren() const


code: const TCHAR * GetDataLayerIconName() const


code: static [FText](API\Runtime\Core\Internationalization\FText) GetDataLayerText ( const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * InDataLayer )


description: Deprecated* UseGetInitialRuntimeState()instead.

code: PRAGMA_DISABLE_DEPRECATION_WARNINGS EDataLayerState GetInitialState() const


code: bool CanParent ( const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * InParent ) const


code: const [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * GetParent() const


description: Deprecated* UseIsRuntime()instead.

code: bool IsDynamicallyLoaded() const


code: bool IsEffectiveLoadedInEditor() const


code: bool IsInitiallyActive() const


code: bool IsInitiallyLoadedInEditor() const


description: Called when a property on this object has been modified externally

code: virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )


code: void SetChildParent ( [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * InParent )


code: void SetIsInitiallyVisible ( bool bIsInitiallyVisible )


code: void SetIsLocked ( bool bInIsLocked )


code: void SetIsLoadedInEditor ( bool bIsLoadedInEditor, bool bFromUserChange )


code: void SetIsRuntime ( bool bIsRuntime )


code: void SetParent ( [UDEPRECATED_DataLayer](API\Runtime\Engine\WorldPartition\DataLayer\UDEPRECATED_DataLayer) * InParent )


code: void SetVisible ( bool bIsVisible )


code: UDEPRECATED_DataLayer ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )


code: class UDEPRECATED_DataLayer : public [UObject](API\Runtime\CoreUObject\UObject\UObject)


description: Called when an actor needs to be resaved.

code: virtual void OnActorNeedsResave ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


description: Called when two data layer instances share the same asset

code: virtual void OnDataLayerAssetConflict ( const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * DataLayerInstance, const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * ConflictingDataLayerInstance )


description: Called when a data layer is not of the same type as its parent

code: virtual void OnDataLayerHierarchyTypeMismatch ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayerInstance, const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * Parent )


code: virtual void OnInvalidActorFilterReference ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


description: Called when an actor references an invalid actor.

code: virtual void OnInvalidReference ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FGuid](API\Runtime\Core\Misc\FGuid) & ReferenceGuid, [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * ReferenceActorDescView )


description: Called when an actor references an actor using a different grid placement.

code: virtual void OnInvalidReferenceGridPlacement ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


description: Called when an actor references an actor using a different set of data layers.

code: virtual void OnInvalidReferenceDataLayers ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


description: Called when the level script references a streamed actor.

code: virtual void OnInvalidReferenceLevelScriptStreamed ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


description: Called when an actor descriptor references an actor using data layers.

code: virtual void OnInvalidReferenceLevelScriptDataLayers ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


description: Called when an actor references an actor using a different RuntimeGrid.

code: virtual void OnInvalidReferenceRuntimeGrid ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


description: Called when a data layer instance does not have a data layer asset

code: virtual void OnInvalidReferenceDataLayerAsset ( const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * DataLayerInstance )


description: Called when an actor has an invalid runtime grid.

code: virtual void OnInvalidRuntimeGrid ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, [FName](API\Runtime\Core\UObject\FName) GridName )


code: virtual void OnLevelInstanceInvalidWorldAsset ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, [FName](API\Runtime\Core\UObject\FName) WorldAsset, [ELevelInstanceInvalidReason](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler\ELevelInstanceIn-) Reason )


className: FStreamingGenerationLogErrorHandler


code: virtual void HandleTokenizedMessage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > && ErrorMessage )


className: FStreamingGenerationNullErrorHandler


code: FStreamingGenerationProxyErrorHandler ( [IStreamingGenerationErrorHandler](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler) * InInnerErrorHandler )


className: FStreamingGenerationProxyErrorHandler

InnerErrorHandler

type: IStreamingGener...


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > > & GetErrorMessages() const


className: ELevelInstanceInvalidReason

description: Called when a level instance actor has errrors

code: enum ELevelInstanceInvalidReason { WorldAssetNotFound, WorldAssetNotUsingExternalActors, WorldAssetImcompatiblePartitioned, WorldAssetHasInvalidContainer, CirculalReference, }


description: Helpers.

code: static [FString](API\Runtime\Core\Containers\FString) GetActorName ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


code: static [FString](API\Runtime\Core\Containers\FString) GetFullActorName ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


code: void OnActorNeedsResave ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


code: void OnDataLayerAssetConflict ( const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * DataLayerInstance, const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * ConflictingDataLayerInstance )


code: void OnDataLayerHierarchyTypeMismatch ( const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * DataLayerInstance, const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * Parent )


code: void OnInvalidActorFilterReference ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


description: Deprecated* OnInvalidReference is deprecated, use the version which takes an optional actor descriptor view.

code: virtual void OnInvalidReference ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FGuid](API\Runtime\Core\Misc\FGuid) & ReferenceGuid )


code: void OnInvalidReference ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FGuid](API\Runtime\Core\Misc\FGuid) & ReferenceGuid, [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * ReferenceActorDescView )


code: void OnInvalidReferenceGridPlacement ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


code: void OnInvalidReferenceDataLayers ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


code: void OnInvalidReferenceRuntimeGrid ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ReferenceActorDescView )


code: void OnInvalidReferenceLevelScriptStreamed ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


code: void OnInvalidReferenceLevelScriptDataLayers ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView )


code: void OnInvalidReferenceDataLayerAsset ( const [UDataLayerInstanceWithAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstanceWithAsset) * DataLayerInstance )


code: void OnInvalidRuntimeGrid ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, [FName](API\Runtime\Core\UObject\FName) GridName )


code: void OnLevelInstanceInvalidWorldAsset ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & ActorDescView, [FName](API\Runtime\Core\UObject\FName) WorldAsset, [ELevelInstanceInvalidReason](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler\ELevelInstanceIn-) Reason )


className: IStreamingGenerationErrorHandler

code: class IStreamingGenerationErrorHandler


code: void HandleTokenizedMessage ( [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FTokenizedMessage](API\Runtime\Core\Logging\FTokenizedMessage) > && ErrorMessage )


code: [FGuid](API\Runtime\Core\Misc\FGuid) GetActorGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorGuid ) const


code: void operator= ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InOther )


code: bool operator< ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InOther ) const


code: bool operator== ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InOther ) const


code: bool operator!= ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InOther ) const


code: FActorContainerID ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InOther )


code: FActorContainerID ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InParent, const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InOther )


code: FActorContainerID ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InParent, const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorGuid )


className: FActorContainerID

code: struct FActorContainerID


code: FActorDesc ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) & InActorDesc, const FTransform & InTransform )


className: FActorDesc

description: Snapshot of an actor descriptor, which represents the state of an actor on disk. The actor may or may not be loaded.

code: struct FActorDesc

ActorPackage

type: FName

description: Actor's package name.

ActorPath

description: Actor's path name.

bActorIsEditorOnly

type: bool

description: Actor's editor-only property.

bIsSpatiallyLoaded

description: Actor's streaming state.

Bounds

type: FBox

description: Streaming bounds of this actor.

Class

type: FSoftObjectPath

description: Actor class, can point to a native or Blueprint class and may be redirected.

DataLayerAssets

type: TArray<FSoftOb...

description: Actor's data layer assets.

Guid

type: FGuid

description: The actor GUID of this descriptor.

Label

description: Actor's label.

Name

description: Internal name of the acgor.

NativeClass

type: TObjectPtr<UCl...

description: Actor first native class.

RuntimeGrid

description: Actor's target runtime grid.


description: Serializes anFTextvalue from or into an archive.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FText](API\Runtime\Core\Internationalization\FText) & Value )


description:
This operator can be implemented by sub-classes that wish to serializeUObjectinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [UObject](API\Runtime\CoreUObject\UObject\UObject) *& Value )


description:
Most of the time, FLazyObjectPtrs are serialized as UObject*, but some archives need to override this.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FLazyObjectPtr](API\Runtime\CoreUObject\UObject\FLazyObjectPtr) & Value )


description:
Most of the time, FObjectPtrs are serialized as UObject*, but some archives need to override this.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FObjectPtr](API\Runtime\CoreUObject\UObject\FObjectPtr) & Value )


description:
Most of the time,FSoftObjectPtrare serialized asUObject*, but some archives need to override this.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FSoftObjectPtr](API\Runtime\CoreUObject\UObject\FSoftObjectPtr) & Value )


description:
Serializes soft object paths from or into this archive.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Value )


description:
This operator can be implemented by sub-classes that wish to serializeFWeakObjectPtrinstances.
This instance.

code: virtual [FArchive](API\Runtime\Core\Serialization\FArchive) & operator<< ( [FWeakObjectPtr](API\Runtime\CoreUObject\UObject\FWeakObjectPtr) & Value )


className: FDeprecateFunction

code: typedef TFunction< void(DestPropertyType &, const SourcePropertyType &)> FDeprecateFunction


code: TDeltaSerializer &40; DestPropertyType & InValue &41;


code: TDeltaSerializer &40; DestPropertyType & InValue, FDeprecateFunction InFunc &41;


className: TDeltaSerializer

code: template<typename DestPropertyType, typename SourcePropertyType> struct TDeltaSerializer

Func

type: FDeprecateFunct...

Value

type: DestPropertyTyp...


code: FActorDescArchive ( [FArchive](API\Runtime\Core\Serialization\FArchive) & InArchive, [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


className: FActorDescArchive

code: class FActorDescArchive : public [FArchiveProxy](API\Runtime\Core\Serialization\FArchiveProxy)

ActorDesc

type: FWorldPartition...

ClassDesc

type: constFWorldPar...


code: [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * AddActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: void AddActorDescriptor ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


className: FGuidActorDescMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > *, [FDefaultSetAllocator](API\Runtime\Core\Containers\FDefaultSetAllocator), FActorGuidKeyFuncs > FGuidActorDescMap


code: [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * GetActorDesc ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid )


code: const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * GetActorDesc ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid ) const


code: [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) & GetActorDescChecked ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid )


code: const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) & GetActorDescChecked ( const [FGuid](API\Runtime\Core\Misc\FGuid) & Guid ) const


code: [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > * GetActorDescriptor ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ActorGuid )


code: [FActorDescList](API\Runtime\Engine\WorldPartition\FActorDescList) & operator= ( const [FActorDescList](API\Runtime\Engine\WorldPartition\FActorDescList) & )


code: void RemoveActorDescriptor ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


description:
Returns the actor class on which the iterator iterates on.
the actor class

code: UClass &42; GetActorClass&40;&41; const


className: IteratorType

code: typedef typename TChooseClass< bConst, MapType::TConstIterator, MapType::TIterator >::Result IteratorType


className: ListType

code: typedef typename TChooseClass< bConst, const FActorDescList &42;, FActorDescList &42; >::Result ListType


className: MapType

code: typedef FGuidActorDescMap MapType


description:
Returns whether the iterator has reached the end and no longer points to a suitable actor desc.
true if iterator points to a suitable actor desc, false if it has reached the end

code: operator bool&40;&41; const


description:
Returns the current suitable actor desc pointed at by the Iterator
Current suitable actor desc

code: ReturnType operator&42;&40;&41; const


description: Iterates to next suitable actor desc.


className: ReturnType

code: typedef typename TChooseClass< bConst, const ValueType &42;, ValueType &42; >::Result ReturnType


code: ReturnType operator&45;>&40;&41; const


description:
Determines whether the iterator currently points to a valid actor desc or not.
true if we should skip the actor desc

code: bool ShouldSkip&40;&41; const


className: ValueType

code: typedef typename FWorldPartitionActorDescType< ActorType >::Type ValueType


code: TBaseIterator &40; ListType InActorDescList, UClass &42; InActorClass &41;


className: TBaseIterator

code: template<bool bConst, class ActorType> class TBaseIterator

ActorClass

type: UClass*

ActorsIterator

type: IteratorType


className: BaseType

code: typedef TBaseIterator< true, ActorType > BaseType


code: TConstIterator &40; typename BaseType::ListType InActorDescList, UClass &42; InActorClass &41;


code: typedef TBaseIterator< false, ActorType > BaseType


code: TIterator &40; typename BaseType::ListType InActorDescList, UClass &42; InActorClass &41;


className: TIterator

code: template<class ActorType> class TIterator : public [FActorDescList::TBaseIterator< false, ActorType >](API\Runtime\Engine\WorldPartition\FActorDescList\TBaseIterator)


description: Non-copyable.

code: FActorDescList ( const [FActorDescList](API\Runtime\Engine\WorldPartition\FActorDescList) & )


className: TConstIterator

code: template<class ActorType> class TConstIterator : public [FActorDescList::TBaseIterator< true, ActorType >](API\Runtime\Engine\WorldPartition\FActorDescList\TBaseIterator)


className: FActorDescList

code: class FActorDescList

ActorDescList

type: TChunkedArray< ...

ActorsByGuid

type: FGuidActorDescM...


code: [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * Emplace ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorGuid, const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & InActorDescView )


code: template<class ClassType> [TArray](API\Runtime\Core\Containers\TArray)< const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * > FindByExactNativeClass() const


code: [TArray](API\Runtime\Core\Containers\TArray)< const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * > FindByExactNativeClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InExactNativeClass ) const


code: FWorldPartitionActorDescView &42; FindByGuid &40; const FGuid & InGuid &41;


code: const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * FindByGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid ) const


code: FWorldPartitionActorDescView & FindByGuidChecked &40; const FGuid & InGuid &41;


code: const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & FindByGuidChecked ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid ) const


code: template<class Func> void ForEachActorDescView &40; Func InFunc &41;


code: template<class Func> void ForEachActorDescView ( Func InFunc ) const


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) * > & GetActorDescViewsByGuid() const


code: [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) & operator= ( const [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) & )


code: [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) & operator= ( [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) && )


description: Non-copyable but movable.

code: FActorDescViewMap ( const [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) & )


code: FActorDescViewMap ( [FActorDescViewMap](API\Runtime\Engine\WorldPartition\FActorDescViewMap) && )


className: FActorDescViewMap

code: class FActorDescViewMap

ActorDescViewList

type: TArray<TUnique...

ActorDescViewsByClass

type: TMultiMap<FNam...

ActorDescViewsByGuid

type: TMap<FGuid,FW...


code: bool operator== ( const [FDirtyActor](API\Runtime\Engine\WorldPartition\FDirtyActor) & InDirtyActor ) const


code: FDirtyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: FDirtyActor ( const FWorldPartitionReference & InWorldPartitionRef, [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


className: FDirtyActor

code: struct FDirtyActor

ActorPtr

type: TWeakObjectPtr<...

WorldPartitionRef

type: TOptional< FWor...


code: void AddChildFilter ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid, [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * InChildFilter )


description: Needed for Copy/Paste/ResetToDefault.

code: bool ExportTextItem ( [FString](API\Runtime\Core\Containers\FString) & ValueStr, [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) const & DefaultValue, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * ExportRootScope ) const


code: FDataLayerFilter &40; const FString & InDisplayName, bool bInIncluded &41;


className: FDataLayerFilter

code: struct FDataLayerFilter

bIncluded

type: bool

description: True if DataLayer actors should be included.

DisplayName

type: FString

description: Transient.


className: FOnWorldPartitionActorFilterChanged

code: typedef TMulticastDelegate_NoParams< void > FOnWorldPartitionActorFilterChanged


code: const [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * > & GetChildFilters() const


className: OnWorldPartitionActorFilterChanged

description: Static Event for when some filter changes.


code: bool ImportTextItem ( const TCHAR *& Buffer, int32 PortFlags, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Parent, [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) * ErrorText )


code: [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & operator= ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & Other )


code: [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & operator= ( [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) && Other )


description: Operators.

code: bool operator== ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & Other ) const


code: bool operator!= ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & Other ) const


code: void Override ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & Other )


code: void RemoveChildFilter ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InGuid )


code: static void RequestFilterRefresh ( bool bIsFromUserChange )


code: bool Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: FWorldPartitionActorFilter ( const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) & Other )


code: FWorldPartitionActorFilter ( [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) && Other )


code: FWorldPartitionActorFilter ( const [FString](API\Runtime\Core\Containers\FString) & InDisplayName )


className: FWorldPartitionActorFilter

code: struct FWorldPartitionActorFilter

DataLayerFilters

type: TMap<FSoftObje...

description: List of DataLayer Assets to Include or Exclude, missing DataLayer Assets will use default behavior.

description: Transient.


className: WithExportTextItem

code: enum &123; WithExportTextItem = true &125;


className: WithIdenticalViaEquality

code: enum &123; WithIdenticalViaEquality = true &125;


className: WithImportTextItem

code: enum &123; WithImportTextItem = true &125;


className: WithSerializer

code: enum &123; WithSerializer = true &125;


code: template<> struct TStructOpsTypeTraits< FWorldPartitionActorFilter > : public [TStructOpsTypeTraitsBase2< FWorldPartitionActorFilter >](API\Runtime\CoreUObject\UObject\TStructOpsTypeTraitsBase2)


code: bool operator== ( const [FSpatialHashRuntimeGrid](API\Runtime\Engine\WorldPartition\FSpatialHashRuntimeGrid) & Other ) const


className: FSpatialHashRuntimeGrid

description: Represents a runtime grid (editing)

code: struct FSpatialHashRuntimeGrid

bBlockOnSlowStreaming

description: Should streaming block in situations where cells aren't getting loaded fast enough.

DebugColor

type: FLinearColor

GridName

type: FName

HLODLayer

type: TObjectPtr< con...

LoadingRange

type: float


code: void Draw2D ( const class [UWorldPartitionRuntimeSpatialHash](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeSpatialHas-) * Owner, const FBox2D & Region2D, const FBox2D & GridScreenBounds, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< FVector2D(const FVector2D &, bool)> WorldToScreen, FWorldPartitionDraw2DContext & DrawContext ) const


code: void Draw3D ( const class [UWorldPartitionRuntimeSpatialHash](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeSpatialHas-) * Owner, const [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) > & Sources, const FTransform & Transform ) const


code: void ForEachRuntimeCell ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) *)> Func ) const


code: void ForEachRuntimeCell &40; const FGridCellCoord & Coords, TFunctionRef< void(const UWorldPartitionRuntimeCell &42;)> Func &41; const


code: void GetCells ( const [FWorldPartitionStreamingQuerySource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingQuerySou-) & QuerySource, [TSet](API\Runtime\Core\Containers\TSet)< const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * > & OutCells, bool bEnableZCulling, [FWorldPartitionQueryCache](API\Runtime\Engine\WorldPartition\FWorldPartitionQueryCache) * QueryCache ) const


code: bool operator!= ( const [FSpatialHashRuntimeGrid](API\Runtime\Engine\WorldPartition\FSpatialHashRuntimeGrid) & Other ) const


code: void GetCells ( const [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) > & Sources, [UWorldPartitionRuntimeHash::FStreamingSourceCells](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeHash\FStreamingSource-) & OutActivateCells, [UWorldPartitionRuntimeHash::FStreamingSourceCells](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeHash\FStreamingSource-) & OutLoadCells, bool bEnableZCulling ) const


description: Used by PIE/Game.

code: int64 GetCellSize ( int32 Level ) const


code: const [FSquare2DGridHelper](API\Runtime\Engine\WorldPartition\RuntimeSpatialHash\FSquare2DGridHelper) & GetGridHelper() const


code: void GetNonSpatiallyLoadedCells ( [TSet](API\Runtime\Core\Containers\TSet)< const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * > & OutActivateCells, [TSet](API\Runtime\Core\Containers\TSet)< const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * > & OutLoadCells ) const


code: void InjectExternalStreamingObjectGrid ( const [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) & InExternalObjectStreamingGrid ) const


code: bool InsertGridCell ( [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * InGridCell, const FGridCellCoord & InGridCellCoords )


description: Move assignment.

code: [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) & operator= ( const [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) & Other )


code: [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) & operator= ( [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) && Other )


code: void RemoveExternalStreamingObjectGrid ( const [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) & InExternalObjectStreamingGrid ) const


description: Move constructor.

code: FSpatialHashStreamingGrid ( const [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) & Other )


code: FSpatialHashStreamingGrid ( [FSpatialHashStreamingGrid](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGrid) && Other )


description: Move assignment.

code: [FSpatialHashStreamingGridLayerCell](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLayerCe-) & operator= ( const [FSpatialHashStreamingGridLayerCell](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLayerCe-) & Other )


className: FSpatialHashStreamingGrid

description: Represents a PIE/Game streaming grid

code: struct FSpatialHashStreamingGrid

GridLevels

type: TArray<FSpatia...

Origin

type: FVector

WorldBounds

type: FBox


code: [FSpatialHashStreamingGridLayerCell](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLayerCe-) & operator= ( [FSpatialHashStreamingGridLayerCell](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLayerCe-) && Other )


code: FSpatialHashStreamingGridLayerCell()


description: Move constructor.

code: FSpatialHashStreamingGridLayerCell ( const [FSpatialHashStreamingGridLayerCell](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLayerCe-) & Other )


code: FSpatialHashStreamingGridLayerCell ( [FSpatialHashStreamingGridLayerCell](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLayerCe-) && Other )


className: FSpatialHashStreamingGridLayerCell

GridCells

type: TArray<TObject...


description: Move assignment.

code: [FSpatialHashStreamingGridLevel](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLevel) & operator= ( const [FSpatialHashStreamingGridLevel](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLevel) & Other )


code: [FSpatialHashStreamingGridLevel](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLevel) & operator= ( [FSpatialHashStreamingGridLevel](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLevel) && Other )


description: Move constructor.

code: FSpatialHashStreamingGridLevel ( const [FSpatialHashStreamingGridLevel](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLevel) & Other )


code: FSpatialHashStreamingGridLevel ( [FSpatialHashStreamingGridLevel](API\Runtime\Engine\WorldPartition\FSpatialHashStreamingGridLevel) && Other )


className: FSpatialHashStreamingGridLevel

description: Represents a PIE/Game streaming grid level

code: struct FSpatialHashStreamingGridLevel

LayerCells

description: Represents the grid cells

LayerCellsMapping

type: TMap< int64, in...

description: Represents the grid cells index mapping


description: Helper method that builds a list of debug display segments

code: [TArray](API\Runtime\Core\Containers\TArray)< TPair< FVector, FVector > > BuildDebugMesh() const


description: Returns whether spherical sector intersects 2D box

code: bool IntersectsBox ( const FBox2D & InBox ) const


code: void SetAngle ( [FReal](API\Runtime\Engine\WorldPartition\FSphericalSector\FReal) InAngle )


code: void SetAxis ( const FVector & InAxis )


code: void SetCenter ( const FVector & InCenter )


code: void SetRadius ( [FReal](API\Runtime\Engine\WorldPartition\FSphericalSector\FReal) InRadius )


description: Get result of Transforming spherical sector with transform.

code: [FSphericalSector](API\Runtime\Engine\WorldPartition\FSphericalSector) TransformBy ( const FTransform & M ) const


description: Creates and initializes a new spherical sector.

code: FSphericalSector ( EForceInit )


description: Creates and initializes a spherical sector using given parameters.

code: FSphericalSector ( FVector InCenter, [FReal](API\Runtime\Engine\WorldPartition\FSphericalSector\FReal) InRadius, FVector InAxis, [FReal](API\Runtime\Engine\WorldPartition\FSphericalSector\FReal) InAngle )


className: FSphericalSector

code: class FSphericalSector


className: ExternalDataLayerContainerStartIdx

code: static constexpr int ExternalDataLayerContainerStartIdx = MainContainerIdx + 1;


description: : Remove once conversion to ExternalDataLayer is complete. It is present to handle content bundles streaming generation via the same code path.


code: [TArrayView](API\Runtime\Core\Containers\TArrayView)< const [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * > GetExternalDataLayerContainers()


code: const [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * GetMainActorDescContainer() const


className: MainContainerIdx

code: static constexpr int MainContainerIdx = 0;


code: [UWorld](API\Runtime\Engine\Engine\UWorld) * GetWorld() const


code: virtual void OnCollectionChanged()


code: FStreamingGenerationActorDescCollection ( std::initializer_list< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< const [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) >> ActorDescContainerArray )


className: FStreamingGenerationActorDescCollection

code: class FStreamingGenerationActorDescCollection : public [TActorDescContainerCollection< TObjectPtr< const UActorDescContainer > >](API\Runtime\Engine\WorldPartition\TActorDescContainerCollection)


className: FStreamingSourceShape

code: struct FStreamingSourceShape

bIsSector

description: Whether the source shape is a spherical sector instead of a regular sphere source.

bUseGridLoadingRange

description: If True, streaming source shape radius is bound to loading range radius.

LoadingRangeScale

description: Applies a scale to the grid's loading range (used if bUseGridLoadingRange is True).

Location

description: Streaming source shape location (local to streaming source).

Radius

description: Custom streaming source shape radius (not used if bUseGridLoadingRange is True).

Rotation

type: FRotator

description: Streaming source shape rotation (local to streaming source).

SectorAngle

description: Shape's spherical sector angle in degree (not used if bIsSector is False).


code: static void ForEachShape ( float InGridLoadingRange, float InDefaultRadius, bool bInProjectIn2D, const FVector & InLocation, const FRotator & InRotation, const [TArray](API\Runtime\Core\Containers\TArray)< [FStreamingSourceShape](API\Runtime\Engine\WorldPartition\FStreamingSourceShape) > & InShapes, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FSphericalSector](API\Runtime\Engine\WorldPartition\FSphericalSector) &)> InOperation )


description: Deprecated* Use IsSourceAffectingGrid that takes Target Sets and Behavior instead.

code: static bool IsSourceAffectingGrid ( [FName](API\Runtime\Core\UObject\FName) InSourceTargetGrid, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InSourceTargetHLODLayer, [FName](API\Runtime\Core\UObject\FName) InGridName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InGridHLODLayer )


code: static bool IsSourceAffectingGrid ( const [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > & InSourceTargetGrids, const [TSet](API\Runtime\Core\Containers\TSet)< [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) > & InSourceTargetHLODLayers, EStreamingSourceTargetBehavior InSourceTargetBehavior, [FName](API\Runtime\Core\UObject\FName) InGridName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InGridHLODLayer )


className: FStreamingSourceShapeHelper

description: Helper class used to iterate over streaming source shapes.

code: class FStreamingSourceShapeHelper


code: float GetAverageVelocity ( const FVector & NewPosition, const float CurrentTime )


code: enum { VELOCITY_HISTORY_SAMPLE_COUNT = 16 }


code: FStreamingSourceVelocity ( const [FName](API\Runtime\Core\UObject\FName) & InSourceName )


code: void AddProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) PropertyValue )


className: FStreamingSourceVelocity

description: Helper to compute streaming source velocity based on position history.

code: struct FStreamingSourceVelocity


code: virtual void CheckForErrors ( [IStreamingGenerationErrorHandler](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler) * ErrorHandler ) const


code: virtual bool Equals ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * Other ) const


className: EToStringMode

code: enum EToStringMode { Guid, Compact, Full, }


className: FContainerInstance

code: struct FContainerInstance

ClusterMode

type: EContainerClust...

Container

type: constUActorDes...

FilteredActors

type: TMap<FActorCon...

LoadedLevel

type: ULevel*

Transform

type: FTransform


className: FActorDescDeprecator

code: typedef [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void([FArchive](API\Runtime\Core\Serialization\FArchive) &, [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> FActorDescDeprecator


code: FRegisteringUnregisteringGuard & operator&61; &40; const FRegisteringUnregisteringGuard & &41;


code: FRegisteringUnregisteringGuard &40; FWorldPartitionActorDesc &42; InActorDesc &41;


code: FRegisteringUnregisteringGuard &40; const FRegisteringUnregisteringGuard & &41;


className: FRegisteringUnregisteringGuard

code: struct FRegisteringUnregisteringGuard


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor ( bool bEvenIfPendingKill, bool bEvenIfUnreachable ) const


code: bool GetActorIsHLODRelevant() const


code: bool GetActorIsRuntimeOnly() const


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActorNativeClass() const


description: Deprecated* GetBounds is deprecated, GetEditorBounds or GetRuntimeBounds should be used instead.


code: [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * GetContainer() const


code: virtual const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * GetContainerFilter() const


code: virtual EWorldPartitionActorFilterType GetContainerFilterType() const


code: virtual bool GetContainerInstance ( [FContainerInstance](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc\FContainerInstance) & OutContainerInstance ) const


code: virtual [FName](API\Runtime\Core\UObject\FName) GetContainerPackage() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetDataLayers() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetDataLayerInstanceNames() const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetFolderGuid() const


code: virtual FBox GetEditorBounds() const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const


code: bool GetIsSpatiallyLoadedRaw() const


description: Deprecated* GetLevelPackage is deprecated use GetContainerPackage instead.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetLevelPackage() const


description: Deprecated* GetOrigin is deprecated.


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetParentActor() const


code: bool GetProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) * PropertyValue ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & GetReferences() const


code: virtual const [FGuid](API\Runtime\Core\Misc\FGuid) & GetSceneOutlinerParent() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetTags() const


code: const [FText](API\Runtime\Core\Internationalization\FText) & GetUnloadedReason() const


code: bool HasProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


code: virtual void Init ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: virtual void Init ( const [FWorldPartitionActorDescInitData](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescInitData) & DescData )


code: virtual bool IsContainerInstance() const


code: bool IsEditorOnlyReference ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ReferenceGuid ) const


code: virtual bool IsEditorRelevant() const


code: bool IsListedInSceneOutliner() const


code: bool IsLoaded ( bool bEvenIfPendingKill ) const


code: virtual bool IsResaveNeeded() const


code: virtual bool IsRuntimeRelevant ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InContainerID ) const


code: bool IsUsingDataLayerAsset() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * Load() const


code: bool operator== ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) & Other ) const


code: static void RegisterActorDescDeprecator ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, const [FActorDescDeprecator](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc\FActorDescDeprecator) & Deprecator )


code: virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )


code: void SerializeTo ( [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutData )


code: virtual void SetContainer ( [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * InContainer, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorldContext )


code: void SetDataLayerInstanceNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerInstanceNames )


description: Deprecated* SetIsSpatiallyLoadedRaw is deprecated and should not be used.

code: void SetIsSpatiallyLoadedRaw ( bool bNewIsSpatiallyLoaded )


code: void SetUnloadedReason ( [FText](API\Runtime\Core\Internationalization\FText) * InUnloadedReason )


description: Deprecated* ShouldValidateRuntimeGrid is deprecated and should not be used.

code: virtual bool ShouldValidateRuntimeGrid() const


code: [FString](API\Runtime\Core\Containers\FString) ToString ( [EToStringMode](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc\EToStringMode) Mode ) const


code: virtual void TransferFrom ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * From )


code: virtual void TransferWorldData ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * From )


code: void TransformInstance ( const [FString](API\Runtime\Core\Containers\FString) & From, const [FString](API\Runtime\Core\Containers\FString) & To )


code: virtual ~FWorldPartitionActorDesc()


description: Returns true if resaving this actor will have an impact on streaming generation. Before class descriptors, properties changed on a Blueprint that would affect streaming generation weren't taken into account until the actors affected by the change were resaved.

code: virtual bool ShouldResave ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * Other ) const


className: FWorldPartitionActorDesc

description: Represents a potentially unloaded actor (editor-only)

code: class FWorldPartitionActorDesc

ActorNativeClass

type: UClass*

ActorPath

type: FSoftObjectPath

ActorPtr

type: TWeakObjectPtr<...

bActorIsEditorOnly

type: bool

BaseClass

type: FTopLevelAssetP...

Container

type: UActorDescConta...

ContentBundleGuid

type: FGuid

DataLayers

type: TArray<FName>

EditorOnlyReferences

type: TArray<FGuid>

Guid

description: Persistent.

Properties

type: FPropertyPairsM...

ResolvedDataLayerInstanceNames

type: TOptional<TArr...

SoftRefCount

description: Transient.

UnloadedReason

type: FText*


code: [FWorldPartitionActorDescInitData](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescInitData) & SetActorPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InActorPath )


code: [FWorldPartitionActorDescInitData](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescInitData) & SetNativeClass ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InNativeClass )


code: [FWorldPartitionActorDescInitData](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescInitData) & SetPackageName ( [FName](API\Runtime\Core\UObject\FName) InPackageName )


className: FWorldPartitionActorDescInitData

description: Struct used to create actor descriptor

code: struct FWorldPartitionActorDescInitData

PackageName

type: FName

SerializedData

type: TArray< uint8 >


className: FWorldPartitionActorDescType

code: template<typename ActorType, typename [TEnableIf](API\Runtime\Core\Templates\TEnableIf)< [TIsDerivedFrom](API\Runtime\Core\Templates\TIsDerivedFrom)< ActorType, [AActor](API\Runtime\Engine\GameFramework\AActor) >::IsDerived, int >::type> struct FWorldPartitionActorDescType


description: The asset registry tag name for ActorMetaDataClass


description: The asset registry tag name for ActorMetaData


description: Appends the actor's actor descriptor data into the provided asset registry tags.

code: static void AppendAssetDataTagsFromActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TArray](API\Runtime\Core\Containers\TArray)< [UObject::FAssetRegistryTag](API\Runtime\CoreUObject\UObject\UObject\FAssetRegistryTag) > & OutTags )


description: Deprecated* UseFWorldPartitionHelpers::FixupRedirectedAssetPathinstead

code: static bool FixupRedirectedAssetPath ( [FName](API\Runtime\Core\UObject\FName) & InOutAssetPath )


description:
Creates a valid actor descriptor from the provided asset data.
Actor descriptor retrieved from the provided asset data.

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > GetActorDescriptorFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


description:
Retrieve the actor's native class from the asset data.
The actor's native class.

code: static [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActorNativeClassFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


description:
Return the actor descriptor data.
The actor descriptor data.

code: static [FString](API\Runtime\Core\Containers\FString) GetAssetDataFromActorDescriptor ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > & InActorDesc )


description:
Checks if the provided asset data contains a valid actor descriptor.
Whether the provideed asset data contains a valid actor descriptor or not.

code: static bool IsValidActorDescriptorFromAssetData ( const [FAssetData](API\Runtime\CoreUObject\AssetRegistry\FAssetData) & InAssetData )


description: Replaces the actor descriptor's actor pointer with the provided new actor pointer.

code: static void ReplaceActorDescriptorPointerFromActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InOldActor, [AActor](API\Runtime\Engine\GameFramework\AActor) * InNewActor, [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


description: Update an actor descriptor with new values coming from the provided actor.

code: static void UpdateActorDescriptorFromActor ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > & OutActorDesc )


description: Update an actor descriptor with new values coming from the provided actor descriptor.

code: static void UpdateActorDescriptorFromActorDescriptor ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > & InActorDesc, [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > & OutActorDesc )


className: FWorldPartitionActorDescUtils

code: struct FWorldPartitionActorDescUtils


code: void CheckForErrors ( [IStreamingGenerationErrorHandler](API\Runtime\Engine\WorldPartition\ErrorHandling\IStreamingGenerationErrorHandler) * ErrorHandler ) const


code: const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * GetActorDesc() const


code: [AActor](API\Runtime\Engine\GameFramework\AActor) * GetActor() const


code: bool GetActorIsHLODRelevant() const


code: bool GetActorIsRuntimeOnly() const


code: [UClass](API\Runtime\CoreUObject\UObject\UClass) * GetActorNativeClass() const


description: Deprecated* GetBounds is deprecated, GetEditorBounds or GetRuntimeBounds should be used instead.

code: FBox GetBounds() const


code: const [FWorldPartitionActorFilter](API\Runtime\Engine\WorldPartition\Filter\FWorldPartitionActorFilter) * GetContainerFilter() const


code: bool GetContainerInstance ( [FWorldPartitionActorDesc::FContainerInstance](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc\FContainerInstance) & OutContainerInstance ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetDataLayerInstanceNames() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & GetEditorReferences() const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetFolderGuid() const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetGuid() const


description: Deprecated* GetLevelPackage is deprecated use GetContainerPackage instead.


description: Deprecated* GetOrigin is deprecated.

code: FVector GetOrigin() const


code: const [FGuid](API\Runtime\Core\Misc\FGuid) & GetParentActor() const


code: bool GetProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName, [FName](API\Runtime\Core\UObject\FName) * PropertyValue ) const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & GetReferences() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetRuntimeDataLayerInstanceNames() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & GetTags() const


code: bool HasProperty ( [FName](API\Runtime\Core\UObject\FName) PropertyName ) const


code: bool IsEditorOnlyReference ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ReferenceGuid ) const


code: bool operator== ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & Other ) const


code: void SetDataLayerInstanceNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InDataLayerInstanceNames )


code: void SetEditorReferences ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InEditorReferences )


code: void SetForcedNonSpatiallyLoaded()


code: void SetRuntimeDataLayerInstanceNames ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & InRuntimeDataLayerInstanceNames )


code: void SetRuntimeReferences ( const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & InRuntimeReferences )


code: bool ShouldValidateRuntimeGrid() const


code: FWorldPartitionActorDescView ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


className: FWorldPartitionActorDescView

description: A view on top of an actor desc, used to cache information that can be (potentially) different than the actor desc itself due to streaming generation logic, etc.

code: class FWorldPartitionActorDescView

ActorDesc

type: constFWorldPar...


code: FWorldPartitionActorViewProxy ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


className: FWorldPartitionActorViewProxy

description: A view on top of an actor desc, which reverts to the actor if its loaded and dirty.

code: class FWorldPartitionActorViewProxy : public [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView)


className: FClassDescriptorUpdated

code: class FClassDescriptorUpdated : public TBaseMulticastDelegate_OneParam< void, const FWorldPartitionActorDesc * >


className: FNameClassDescMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath), [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > * > FNameClassDescMap


code: static [FWorldPartitionClassDescRegistry](API\Runtime\Engine\WorldPartition\FWorldPartitionClassDescRegistry) & Get()


code: bool IsDerivedFrom ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InClassDesc, const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InParentClassDesc ) const


code: bool IsRegisteredClass ( const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & InClassPath ) const


code: void PrefetchClassDescs ( const [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & InClassPaths )


className: FWorldPartitionClassDescRegistry

code: class FWorldPartitionClassDescRegistry : public [FActorDescList](API\Runtime\Engine\WorldPartition\FActorDescList)


code: static bool Convert ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FWorldPartitionConverter::FParameters](API\Runtime\Engine\WorldPartition\FWorldPartitionConverter\FParameters) & InParameters )


className: FWorldPartitionConverter

description: No constructors are accessible with public or protected access.

code: class FWorldPartitionConverter


className: FParameters

code: struct FParameters

EditorHashClass

type: TSubclassOf<UW...


code: static bool AreDebugDataLayersShown ( const [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > & DataLayerNames )


className: bCanDrawContentBundles

code: static bool bCanDrawContentBundles = true;


code: static bool bShowRuntimeSpatialHashCellStreamingPriority = false;


code: static bool CanDrawContentBundles()


className: DebugCellNameFilter

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > DebugCellNameFilter;


className: DebugDataLayerFilter

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > DebugDataLayerFilter;


className: DebugFilterByRuntimeHashGridNameCommand


className: DebugFilterByStreamingStatusCommand


className: DebugRuntimeHashFilter

code: static [TSet](API\Runtime\Core\Containers\TSet)< [FName](API\Runtime\Core\UObject\FName) > DebugRuntimeHashFilter;


className: DebugStreamingStatusFilter

code: static [TSet](API\Runtime\Core\Containers\TSet)< EStreamingStatus > DebugStreamingStatusFilter;


code: static void DrawLegendItem ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FString](API\Runtime\Core\Containers\FString) & Text, const [UFont](API\Runtime\Engine\Engine\UFont) * Font, const [FColor](API\Runtime\Core\Math\FColor) & Color, const [FColor](API\Runtime\Core\Math\FColor) & TextColor, FVector2D & Pos, float * MaxItemWidth )


code: static void DrawText ( [UCanvas](API\Runtime\Engine\Engine\UCanvas) * Canvas, const [FString](API\Runtime\Core\Containers\FString) & Text, const [UFont](API\Runtime\Engine\Engine\UFont) * Font, const [FColor](API\Runtime\Core\Math\FColor) & Color, FVector2D & Pos, float * MaxTextWidth )


code: static [FLinearColor](API\Runtime\Core\Math\FLinearColor) GetHeatMapColor ( float Value )


code: static bool IsDebugCellNameShown ( const [FString](API\Runtime\Core\Containers\FString) & Name )


code: static bool IsDebugDataLayerShown ( [FName](API\Runtime\Core\UObject\FName) DataLayerName )


code: static bool IsDebugStreamingStatusShown ( EStreamingStatus StreamingStatus )


code: static bool IsDebugRuntimeHashGridShown ( [FName](API\Runtime\Core\UObject\FName) Name )


className: FWorldPartitionDebugHelper

code: class FWorldPartitionDebugHelper


code: namespace FWorldPartitionHelpersPrivate { template<> [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * FWorldPartitionHelpersPrivate::GetWorldPartition ( const [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel ) }


code: namespace FWorldPartitionHelpersPrivate { template<> [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * FWorldPartitionHelpersPrivate::GetWorldPartition ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) }


code: namespace FWorldPartitionHelpersPrivate { template<> [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * FWorldPartitionHelpersPrivate::GetWorldPartition ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor ) }


code: static void DecRefCount ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


description: FWorldPartitionHandleImpl

code: static void IncRefCount ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


code: static [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< [FWorldPartitionReferenceImpl](API\Runtime\Engine\WorldPartition\FWorldPartitionReferenceImpl) > ToReference ( const [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< [FWorldPartitionHandleImpl](API\Runtime\Engine\WorldPartition\FWorldPartitionHandleImpl) > & Source )


className: FWorldPartitionHandleImpl

code: struct FWorldPartitionHandleImpl : public [FWorldPartitionImplBase](API\Runtime\Engine\WorldPartition\FWorldPartitionImplBase)


code: namespace FWorldPartitionHelpersPrivate { template<class T> [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * FWorldPartitionHelpersPrivate::GetWorldPartition ( const T * InObject ) }


code: FWorldPartitionHandlePinRefScope ( const FWorldPartitionHandle & InHandle )


code: FWorldPartitionHandlePinRefScope ( const FWorldPartitionReference & InReference )


description: Editor/Runtime conversions.

code: static bool ConvertEditorPathToRuntimePath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InPath, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & OutPath )


className: FWorldPartitionHandlePinRefScope

description: FWorldPartitionHandlePinRefScopewill keep a reference if the actor is already loaded. This is useful when you want to keep an actor loaded during special operations, but don't trigger loading when the actor is not loaded. Intended to be on stack, as a scoped operation.

code: struct FWorldPartitionHandlePinRefScope


description: Runtime/Editor conversions.

code: static bool ConvertRuntimePathToEditorPath ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InPath, [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & OutPath )


description: Simulate an engine frame tick.

code: static void FakeEngineTick ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


className: FForEachActorWithLoadingParams

description: Struct of optional parameters passed to foreach actordesc functions.

code: struct FForEachActorWithLoadingParams

ActorClasses

type: TArray<TSubcla...

description: The classes used to filter actors loading.

ActorGuids

description: If not empty, iteration will be done only on those actors.

bGCPerActor

description: Perform a garbage collection per-actor, useful to test if the caller properly handle GCs.

bKeepReferences

description: Prevent clearing of actor references.

FilterActorDesc

type: TUniqueFunction...

description: Custom filter function used to filter actors loading.

OnPreGarbageCollect

description: Called right before releasing actor references and performing garbage collection.


description:
Resolves the provided asset path using asset redirectors.
False if an error occured while trying to resolve, else true.

code: static bool FixupRedirectedAssetPath ( [FName](API\Runtime\Core\UObject\FName) & InOutAssetPath )


className: FForEachActorWithLoadingResult

description: Struct of optional output from foreach actordesc functions.

code: struct FForEachActorWithLoadingResult

ActorReferences

type: TMap<FGuid, FW...

description: Reference to all actors and actor references loaded by the foreach actordesc function


description:
Resolves the provided soft object asset path using asset redirectors.
False if an error occured while trying to resolve, else true.

code: static bool FixupRedirectedAssetPath ( [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InOutSoftObjectPath )


code: template<class ActorClass> static void ForEachActorDesc ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> Func )


code: static void ForEachActorDesc ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > ActorClass, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> Func )


code: static void ForEachActorWithLoading ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> Func, const [FForEachActorWithLoadingParams](API\Runtime\Engine\WorldPartition\FWorldPartitionHelpers\FForEachActorWit-) & Params )


code: static void ForEachActorWithLoading ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> Func, const [FForEachActorWithLoadingParams](API\Runtime\Engine\WorldPartition\FWorldPartitionHelpers\FForEachActorWit-) & Params, [FForEachActorWithLoadingResult](API\Runtime\Engine\WorldPartition\FWorldPartitionHelpers\FForEachActorWit-_1) & Result )