description: Deprecated* ForEachActorWithLoading is deprecated, ForEachActorWithLoading withFForEachActorWithLoadingParamsshould be used instead.

code: static void ForEachActorWithLoading ( [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, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> OnReleasingActorReferences, bool bGCPerActor )


module: Engine

code: static void ForEachActorWithLoading ( [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * WorldPartition, const [TArray](API\Runtime\Core\Containers\TArray)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ActorGuids, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) *)> Func, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void()> OnReleasingActorReferences, bool bGCPerActor )


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


description: Returns the owning World Partition for this object.

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


code: static bool ShouldCollectGarbage()


code: static bool HasExceededMaxMemory()


className: FWorldPartitionHelpers

code: class FWorldPartitionHelpers


description: FWorldPartitionImplBase

code: static [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > * GetActorDesc ( [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * Container, const [FGuid](API\Runtime\Core\Misc\FGuid) & ActorGuid )


description: FWorldPartitionImplBase

code: static [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * GetActorDescContainer ( [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > * ActorDesc )


code: template<class U> static [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) * GetActorDescContainer ( [TActorDescContainerCollection](API\Runtime\Engine\WorldPartition\TActorDescContainerCollection)< U > * ContainerCollection, const [FGuid](API\Runtime\Core\Misc\FGuid) & ActorGuid )


code: static bool IsActorDescLoaded ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * ActorDesc )


className: FWorldPartitionImplBase

code: struct FWorldPartitionImplBase


code: static [FString](API\Runtime\Core\Containers\FString) AddActorContainerIDToSubPathString ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InContainerID, const [FString](API\Runtime\Core\Containers\FString) & InSubPathString )


description: Creates an empty Level used in World Partition

code: static [ULevel](API\Runtime\Engine\Engine\ULevel) * CreateEmptyLevelForRuntimeCell ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * Cell, const [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FString](API\Runtime\Core\Containers\FString) & InWorldAssetName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * DestPackage )


code: void AddReference &40; UPackage &42; InPackage &41;


className: FPackageReferencer

code: struct FPackageReferencer


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


code: static bool LoadActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InOuterWorld, [ULevel](API\Runtime\Engine\Engine\ULevel) * InDestLevel, [TArrayView](API\Runtime\Core\Containers\TArrayView)< [FWorldPartitionRuntimeCellObjectMapping](API\Runtime\Engine\WorldPartition\FWorldPartitionRuntimeCellObject-) > InActorPackages, [FPackageReferencer](API\Runtime\Engine\WorldPartition\FWorldPartitionLevelHelper\FPackageReferencer) & InPackageReferencer, [TFunction](API\Runtime\Core\GenericPlatform\TFunction)< void(bool)> InCompletionCallback, bool bInLoadAsync, [FLinkerInstancingContext](API\Runtime\CoreUObject\UObject\FLinkerInstancingContext) InOutInstancingContext )


description: Moves external actors into the given level

code: static void MoveExternalActorsToLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionRuntimeCellObjectMapping](API\Runtime\Engine\WorldPartition\FWorldPartitionRuntimeCellObject-) > & InChildPackages, [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > & OutModifiedPackages )


code: static [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) RemapActorPath ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InContainerID, const [FString](API\Runtime\Core\Containers\FString) & SourceWorldName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InActorPath )


code: static void RemapLevelSoftObjectPaths ( [ULevel](API\Runtime\Engine\Engine\ULevel) * InLevel, [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * InWorldPartition )


className: FWorldPartitionLevelHelper

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

code: class FWorldPartitionLevelHelper


className: ActiveContext

code: static [IContext](API\Runtime\Engine\WorldPartition\FWorldPartitionLoadingContext\IContext) * ActiveContext = &DefaultContext;


className: DefaultContext

description: FWorldPartitionLoadingContext


code: int32 GetNumRegistrations&40;&41; const


description: FDeferred


className: FDeferred

description: Deferred loading context, which will gather actor registrations and unregistrations and execute them at the end of scope. This respectsULevelcomponents registrations and construction scripts execution logic.

code: class FDeferred : public [FWorldPartitionLoadingContext::IContext](API\Runtime\Engine\WorldPartition\FWorldPartitionLoadingContext\IContext)


className: FNull

description: Null loading context, which will ignore all loading/unloading commands.

code: class FNull : public [FWorldPartitionLoadingContext::IContext](API\Runtime\Engine\WorldPartition\FWorldPartitionLoadingContext\IContext)


className: FImmediate

description: Immediate loading context, which will register and unregister actors on demand.

code: class FImmediate : public [FWorldPartitionLoadingContext::IContext](API\Runtime\Engine\WorldPartition\FWorldPartitionLoadingContext\IContext)


description: IContext


className: IContext

description: Base class for loading contexts

code: class IContext


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


className: FWorldPartitionLoadingContext

code: class FWorldPartitionLoadingContext


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


code: static void CaptureBoundsMiniMapToTexture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuterForTexture, uint32 InMiniMapSize, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& InOutMiniMapTexture, const [FString](API\Runtime\Core\Containers\FString) & InTextureName, const FBox & InBounds )


code: static void CaptureBoundsMiniMapToTexture ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOuterForTexture, uint32 InMiniMapSizeX, uint32 InMiniMapSizeY, [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) *& InOutMiniMapTexture, const [FString](API\Runtime\Core\Containers\FString) & InTextureName, const FBox & InBounds, ESceneCaptureSource InCaptureSource, uint32 InNumWarmupFrames )


code: static [AWorldPartitionMiniMap](API\Runtime\Engine\WorldPartition\AWorldPartitionMiniMap) * GetWorldPartitionMiniMap ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, bool bCreateNewMiniMap )


className: FWorldPartitionMiniMapHelper

code: class FWorldPartitionMiniMapHelper


code: static void UnloadPackage ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * InPackage )


className: FWorldPartitionPackageHelper

code: class FWorldPartitionPackageHelper


className: FWorldPartitionPerWorldSettings

code: struct FWorldPartitionPerWorldSettings

LoadedDataLayers

type: TArray<FName>

LoadedEditorRegions

type: TArray< FBox >


code: void AddCellInfo ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * Cell, const [FSphericalSector](API\Runtime\Engine\WorldPartition\FSphericalSector) & SourceShape )


className: FWorldPartitionQueryCache

code: struct FWorldPartitionQueryCache


code: double GetCellMinSquareDist ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * Cell ) const


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


description: FWorldPartitionReferenceImpl

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


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


className: FWorldPartitionReferenceImpl

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


className: FWorldPartitionReplaySample

code: struct FWorldPartitionReplaySample

Replay

type: AWorldPartition...

StreamingSourceNameIndices

type: TArray< int32 >

StreamingSources

type: TArray<FWorldP...

TimeSeconds

type: float


code: FWorldPartitionReplaySample ( [AWorldPartitionReplay](API\Runtime\Engine\WorldPartition\AWorldPartitionReplay) * InReplay )


code: FWorldPartitionReplayStreamingSource()


code: FWorldPartitionReplayStreamingSource ( const [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) & InStreamingSource )


code: FWorldPartitionReplayStreamingSource ( [FName](API\Runtime\Core\UObject\FName) InName, const FVector & InLocation, const FRotator & InRotation, EStreamingSourceTargetState InTargetState, bool bInBlockOnSlowLoading, EStreamingSourcePriority InPriority, float InVelocity )


className: FWorldPartitionReplayStreamingSource

code: struct FWorldPartitionReplayStreamingSource : public [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource)


code: bool ResolveObject ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InObjectPath, [UObject](API\Runtime\CoreUObject\UObject\UObject) *& OutObject ) const


code: FWorldPartitionResolveData ( const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InContainerID, const [FString](API\Runtime\Core\Containers\FString) & InSourceWorldAssetPath )


className: FWorldPartitionResolveData

code: struct FWorldPartitionResolveData

ContainerID

type: FActorContainer...

SourceWorldAssetPath

type: FString


className: FWorldPartitionRuntimeCellDebugInfo

GridName

type: FName


code: FWorldPartitionRuntimeCellObjectMapping ( [FName](API\Runtime\Core\UObject\FName) InPackage, [FName](API\Runtime\Core\UObject\FName) InPath, const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InContainerID, const FTransform & InContainerTransform, [FName](API\Runtime\Core\UObject\FName) InContainerPackage, [FName](API\Runtime\Core\UObject\FName) InWorldPackage, const [FGuid](API\Runtime\Core\Misc\FGuid) & InActorInstanceGuid, bool bInIsEditorOnly )


className: FWorldPartitionRuntimeCellObjectMapping

ActorInstanceGuid

type: FGuid

description: GUID of the actor instance

bIsEditorOnly

type: bool

ContainerID

description: ID of the owning container instance

ContainerPackage

description: Package of the owning container instance

ContainerTransform

type: FTransform

description: Transform of the owning container instance

LoadedPath

description: Loaded actor path (when cooking or pie)

Package

description: The name of the package to load to resolve on disk (can contain a single actor or a data chunk)

Path

description: The complete name path of the contained object

WorldPackage

description: Package of the World


code: void Draw ( [UWorld](API\Runtime\Engine\Engine\UWorld) * World, const [TArray](API\Runtime\Core\Containers\TArray)< [FSpatialHashRuntimeGrid](API\Runtime\Engine\WorldPartition\FSpatialHashRuntimeGrid) > & Grids, bool bEnabled, int32 PreviewGridLevel )


className: FGridParametersCache

code: struct FGridParametersCache

GridColor

type: FLinearColor

GridOffset

type: FVector


GridParameters

type: FGridParameters...

Material

type: TObjectPtr<UMa...

Volume

type: TObjectPtr<APo...


description: Helper method that iterates over all shapes. If none is provided, it will still pass a sphere shape using Radius or grid's loading range (see bUseGridLoadingRange).

code: void ForEachShape ( float InGridLoadingRange, [FName](API\Runtime\Core\UObject\FName) InGridName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InGridHLODLayer, bool bInProjectIn2D, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FSphericalSector](API\Runtime\Engine\WorldPartition\FSphericalSector) &)> InOperation ) const


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


code: FWorldPartitionStreamingQuerySource()


code: FWorldPartitionStreamingQuerySource ( const FVector & InLocation )


className: FWorldPartitionStreamingQuerySource

description: Structure containing all properties required to query a streaming state

bDataLayersOnly

description: If True, Only cells that are in a data layer found in DataLayers property will be returned by the query.

bSpatialQuery

description: If False, Location/Radius will not be used to find the cells.

bUseGridLoadingRange

description: If True, Instead of providing a query radius, query can be bound to loading range radius.

DataLayers

type: TArray<FName>

description: Optional list of data layers to specialize the query.

Location

description: Location to query. (not used if bSpatialQuery is false)

Radius

description: Radius to query. (not used if bSpatialQuery is false)

Rotation

type: FRotator

description: Reserved settings used byUWorldPartitionStreamingSourceComponent::IsStreamingCompleted.

Shapes

type: TArray<FStream...

TargetBehavior

type: EStreamingSourc...

description: Defines how TargetGrids/TargetHLODLayers will be applied to this streaming source.

TargetGrids

type: TSet<FName>

TargetHLODLayers

type: TSet<FSoftObje...


description: Define Copy Constructor to avoid deprecation warnings.

code: FWorldPartitionStreamingQuerySource ( const [FWorldPartitionStreamingQuerySource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingQuerySou-) & Other )


description: Returns a box encapsulating all shapes.

code: FBox CalcBounds ( float InGridLoadingRange, [FName](API\Runtime\Core\UObject\FName) InGridName, const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & InGridHLODLayer, bool bCalcIn2D ) const


description: Helper method that iterates over all shapes. If none is provided, it will still pass a sphere shape using grid's loading range.


code: static int32 GetLocationQuantization()


code: uint32 GetHash ( bool bInclude3DInformation ) const


code: static int32 GetRotationQuantization()


className: LocationQuantization

code: static int32 LocationQuantization = 400;


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


className: RotationQuantization

code: static int32 RotationQuantization = 10;


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


code: FWorldPartitionStreamingSource ( [FName](API\Runtime\Core\UObject\FName) InName, const FVector & InLocation, const FRotator & InRotation, EStreamingSourceTargetState InTargetState, bool bInBlockOnSlowLoading, EStreamingSourcePriority InPriority, bool bRemote, float InVelocity )


className: FWorldPartitionStreamingSource

description: Structure containing all properties required to stream from a source

code: struct FWorldPartitionStreamingSource

bBlockOnSlowLoading

description: Whether this source will be considered when world partition detects slow loading and waits for cell streaming to complete.

bRemote

description: If true, this streaming source is from a remote session

bReplay

description: If true, this streaming source is from a replay recording

DebugColor

type: FColor

description: Color used for debugging.

Location

description: Source location.

Name

description: Source unique name.

Priority

description: Streaming source priority.

Rotation

description: Source orientation (can impact streaming cell prioritization).

Shapes

description: Source internal shapes.

TargetGrids

description: When set, this will change how this streaming source is applied to the provided runtime streaming grids based on the TargetBehavior.

description: When set, this will change how this streaming source is applied to the provided HLODLayers based on the TargetBehavior.

TargetState

description: Target streaming state.

Velocity

type: float

description: Source velocity (computed automatically).


code: bool ForEachStreamingCells &40; TFunctionRef< void(const IWorldPartitionCell &42;)> Func &41;


code: bool GetIntersectingCells &40; const TArray< FWorldPartitionStreamingQuerySource > & InSources, TArray< const IWorldPartitionCell &42; > & OutCells &41;


code: FSimulateCookedSession &40; UWorld &42; InWorld &41;


className: FSimulateCookedSession

code: class FSimulateCookedSession


className: FWorldPartitionUtils

code: struct FWorldPartitionUtils


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


code: void BuildHLOD ( bool bForceBuild )


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: virtual bool CanEditChangeComponent ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * Component, const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


className: FStats

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int64 > FStats


description: Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

code: virtual void GetActorBounds ( bool bOnlyCollidingComponents, FVector & Origin, FVector & BoxExtent, bool bIncludeFromChildActors ) const


code: const FBox & GetHLODBounds() const


code: double GetMinVisibleDistance() const


description: Creates an uninitialized actor descriptor from this actor. Meant to be called on the class CDO.

code: virtual [TUniquePtr](API\Runtime\Core\Templates\TUniquePtr)< class [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) > CreateClassActorDesc() const


code: const [UWorldPartitionHLODSourceActors](API\Runtime\Engine\WorldPartition\HLOD\UWorldPartitionHLODSourceActors) * GetSourceActors() const


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


code: int64 GetStat ( [FName](API\Runtime\Core\UObject\FName) InStatName ) const


code: const [FStats](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD\FStats) & GetStats() const


description: GetActorBounds()

code: virtual FBox GetStreamingBounds() const


description: Indicates whether this actor contributes to the HLOD generation.

code: virtual bool IsHLODRelevant() const


description: Returns true if actor location should be locked.

code: virtual bool IsLockLocation() const


code: virtual bool IsRuntimeOnly() const


description: Used to know if actor supports some editor operations. (Delete, Replace)

code: virtual bool IsUserManaged() const


description:
Called during saving to determine the load flags to save with the object. If false, this object will be discarded on servers
true if this object should be loaded on servers

code: virtual bool NeedsLoadForServer() 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()


description: Called before all the components in the Components array are registered, called both in editor and during gameplay

code: virtual void PreRegisterAllComponents()


description: Rerun construction scripts, destroying all autogenerated components; will attempt to preserve the root component location.

code: virtual void RerunConstructionScripts()


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: void SetHLODBounds ( const FBox & InBounds )


code: void SetHLODComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InHLODComponents )


code: void SetLODLevel ( uint32 InLODLevel )


code: void SetMinVisibleDistance ( double InMinVisibleDistance )


code: void SetRequireWarmup ( bool InRequireWarmup )


code: void SetSourceActors ( [UWorldPartitionHLODSourceActors](API\Runtime\Engine\WorldPartition\HLOD\UWorldPartitionHLODSourceActors) * InSourceActors )


code: void SetSourceCellGuid ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InSourceCellGuid )


code: void SetStat ( [FName](API\Runtime\Core\UObject\FName) InStatName, int64 InStatValue )


code: void SetVisibility ( bool bInVisible )


description: Called before editor paste, true allow import

code: virtual bool ShouldImport ( FStringView ActorPropString, bool IsMovingLevel )


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


className: AWorldPartitionHLOD

code: class AWorldPartitionHLOD : public [AActor](API\Runtime\Engine\GameFramework\AActor)


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


code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FName](API\Runtime\Core\UObject\FName), int64 > FStats


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


code: static int64 GetPackageSize ( const [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * InHLODActor )


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


code: int64 GetStat ( [FName](API\Runtime\Core\UObject\FName) InStatName ) const


code: const [FStats](API\Runtime\Engine\WorldPartition\HLOD\FHLODActorDesc\FStats) & GetStats() const


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


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


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


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

code: virtual bool ShouldValidateRuntimeGrid() const


className: FHLODActorDesc

description: ActorDesc forAWorldPartitionHLOD.

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

ChildHLODActors

type: TArray<FGuid>

HLODStats

type: FStats

SourceHLODLayerName

type: FName


className: FHLODBuildContext

description: Provide context for the HLOD generation

code: struct FHLODBuildContext

AssetsBaseName

type: FString

description: Base name to use for generated assets

AssetsOuter

type: UObject*

description: Outer to use for generated assets

MinVisibleDistance

type: double

description: Minimum distance at which the HLOD is expected to be displayed

SourceComponents

type: TArray<UActorC...

description: Components that will be represented by this HLOD

World

type: UWorld*

description: World for which HLODs are being built

WorldPosition

description: Location of this HLOD actor in the world.


className: FHLODCreationContext

code: struct FHLODCreationContext

ActorReferences

type: TArray< FWorldP...

HLODActorDescs

type: TMap<FName, FW...


className: FHLODCreationParams

code: struct FHLODCreationParams

CellBounds

type: FBox

CellGuid

type: FGuid

DataLayerInstances

type: TArray< constU...

WorldPartition

type: UWorldPartition...


code: FHLODSubActor ( [FGuid](API\Runtime\Core\Misc\FGuid) InActorGuid, [FName](API\Runtime\Core\UObject\FName) InActorPackage, [FName](API\Runtime\Core\UObject\FName) InActorPath, const [FActorContainerID](API\Runtime\Engine\WorldPartition\FActorContainerID) & InContainerID, [FName](API\Runtime\Core\UObject\FName) InContainerPackage, const FTransform & InContainerTransform )


className: FHLODSubActor

code: struct FHLODSubActor

ContainerID

type: FActorContainer...

ContainerTransform

type: FTransform


className: Type

code: typedef class FHLODActorDesc Type


code: template<> struct FWorldPartitionActorDescType< AWorldPartitionHLOD >


code: static const uint8 MAX_HEALTH = 0xFF;


code: bool operator== ( const [FWorldPartitionDestructibleHLODDamagedActorState](API\Runtime\Engine\WorldPartition\HLOD\FWorldPartitionD-) & Other ) const


code: FWorldPartitionDestructibleHLODDamagedActorState ( int32 InActorIndex )


description: Entry for a damaged actor.

code: struct FWorldPartitionDestructibleHLODDamagedActorState : public [FFastArraySerializerItem](API\Runtime\NetCore\Net\Serialization\FFastArraySerializerItem)


code: const [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & GetVisibilityBuffer() const


code: void Initialize ( [UWorldPartitionDestructibleHLODComponent](API\Runtime\Engine\WorldPartition\HLOD\UWorldPartitionDestructibleHLODC-) * InDestructibleHLODComponent )


code: bool NetDeltaSerialize ( [FNetDeltaSerializeInfo](API\Runtime\CoreUObject\UObject\FNetDeltaSerializeInfo) & DeltaParms )


description: ~FFastArraySerializerContract Begin

code: void PostReplicatedAdd ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & AddedIndices, int32 FinalSize )


code: void PostReplicatedChange ( const [TArrayView](API\Runtime\Core\Containers\TArrayView)< int32 > & ChangedIndices, int32 FinalSize )


code: void SetActorHealth ( int32 InActorIndex, uint8 InActorHealth )


className: FWorldPartitionDestructibleHLODState

description: Replicated state of the destructible HLOD.

code: struct FWorldPartitionDestructibleHLODState : public [FFastArraySerializer](API\Runtime\NetCore\Net\Serialization\FFastArraySerializer)


code: FWorldPartitionHLODDestructionTag()


className: BuildTimeBuildMilliseconds

code: static const [FName](API\Runtime\Core\UObject\FName) BuildTimeBuildMilliseconds;


className: FWorldPartitionHLODDestructionTag

HLODDestructionComponent

type: TObjectPtr<UWo...


className: BuildTimeLoadMilliseconds

description: Build.

code: static const [FName](API\Runtime\Core\UObject\FName) BuildTimeLoadMilliseconds;


className: BuildTimeTotalMilliseconds

code: static const [FName](API\Runtime\Core\UObject\FName) BuildTimeTotalMilliseconds;


className: InputTriangleCount

code: static const [FName](API\Runtime\Core\UObject\FName) InputTriangleCount;


className: InputActorCount

description: Input.

code: static const [FName](API\Runtime\Core\UObject\FName) InputActorCount;


className: InputVertexCount

code: static const [FName](API\Runtime\Core\UObject\FName) InputVertexCount;


className: MaterialBaseColorTextureSize

description: Material.

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialBaseColorTextureSize;


className: MaterialEmissiveTextureSize

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialEmissiveTextureSize;


className: MaterialMetallicTextureSize

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialMetallicTextureSize;


className: MaterialNormalTextureSize

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialNormalTextureSize;


className: MaterialRoughnessTextureSize

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialRoughnessTextureSize;


className: MaterialSpecularTextureSize

code: static const [FName](API\Runtime\Core\UObject\FName) MaterialSpecularTextureSize;


className: MemoryDiskSizeBytes

code: static const [FName](API\Runtime\Core\UObject\FName) MemoryDiskSizeBytes;


className: MemoryMeshResourceSizeBytes

description: Memory.

code: static const [FName](API\Runtime\Core\UObject\FName) MemoryMeshResourceSizeBytes;


className: MemoryTexturesResourceSizeBytes

code: static const [FName](API\Runtime\Core\UObject\FName) MemoryTexturesResourceSizeBytes;


className: MeshInstanceCount

description: Mesh.

code: static const [FName](API\Runtime\Core\UObject\FName) MeshInstanceCount;


className: MeshNaniteTriangleCount

code: static const [FName](API\Runtime\Core\UObject\FName) MeshNaniteTriangleCount;


className: MeshTriangleCount

code: static const [FName](API\Runtime\Core\UObject\FName) MeshTriangleCount;


className: MeshNaniteVertexCount

code: static const [FName](API\Runtime\Core\UObject\FName) MeshNaniteVertexCount;


className: MeshUVChannelCount

code: static const [FName](API\Runtime\Core\UObject\FName) MeshUVChannelCount;


className: FWorldPartitionHLODStats

code: struct FWorldPartitionHLODStats


className: MeshVertexCount

code: static const [FName](API\Runtime\Core\UObject\FName) MeshVertexCount;


code: void SetHLODDestructionTag ( const [FWorldPartitionHLODDestructionTag](API\Runtime\Engine\WorldPartition\HLOD\FWorldPartitionHLODDestructionTa-) & InDestructionTag )


className: IWorldPartitionHLODProvider

code: class IWorldPartitionHLODProvider


description:
Build HLOD for the specifiedAWorldPartitionHLODactor.
An hash that represent the content used to build this HLOD.

code: uint32 BuildHLOD ( [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * InHLODActor )


description: Create HLOD actors for a given cell

code: [TArray](API\Runtime\Core\Containers\TArray)< [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * > CreateHLODActors ( [FHLODCreationContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationContext) & InCreationContext, const [FHLODCreationParams](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationParams) & InCreationParams, const [TArray](API\Runtime\Core\Containers\TArray)< [IStreamingGenerationContext::FActorInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorInstance) > & InActors )


description: Deprecated* Use the overload that passes the DataLayersInstances via InCreationParams

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * > CreateHLODActors ( [FHLODCreationContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationContext) & InCreationContext, const [FHLODCreationParams](API\Runtime\Engine\WorldPartition\HLOD\FHLODCreationParams) & InCreationParams, const [TArray](API\Runtime\Core\Containers\TArray)< [IStreamingGenerationContext::FActorInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorInstance) > & InActors, const [TArray](API\Runtime\Core\Containers\TArray)< const [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) * > & InDataLayerInstances )


description:
Retrieve the HLOD Builder class to use for the given HLODLayer.
The HLOD builder subclass to use for building HLODs for the provided HLOD layer.

code: [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetHLODBuilderClass ( const [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )


code: virtual ~IWorldPartitionHLODUtilities()


description:
Create the HLOD builder settings for the provided HLOD layer object. The type of settings created will depend on the HLOD layer type.
A newly createdUHLODBuilderSettingsobject, outered to the provided HLOD layer.

code: [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) * CreateHLODBuilderSettings ( [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InHLODLayer )


className: IWorldPartitionHLODUtilities

description: Tools for building HLODs in WorldPartition

code: class IWorldPartitionHLODUtilities


className: WithNetDeltaSerializer

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


className: IWorldPartitionHLODUtilitiesModule

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


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


code: static [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > BatchInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSubComponents )


description: Build an HLOD representation of the input actors. Components returned by this method needs to be properly outered & assigned to your target (HLOD) actor.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext ) const


description: Deprecated* UseBuild()method that takes a singleFHLODBuildContextparameter.

code: [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & InSourceActors ) const


description: Components created with this method need to be properly outered & assigned to your target actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const


description: For a given component, compute a unique hash from the properties that are relevant to HLOD generation. Used to detect changes to the source components of an HLOD. The base version can only support hashing of static mesh components. HLOD builder subclasses should override this method and compute the hash of component types they support as input.

code: virtual uint32 ComputeHLODHash ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InSourceComponent ) const


description: From a set of components, compute a unique hash from their properties that are relevant to HLOD generation. Used to detect changes to the source actors and trigger an HLOD rebuild if necessarry.

code: static uint32 ComputeHLODHash ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents )


code: template<typename TComponentClass> static [TArray](API\Runtime\Core\Containers\TArray)< TComponentClass * > FilterComponents ( const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents )


description: Get the InstancedStaticMeshComponent subclass that should be used when creating instanced HLODs.


description: Return the setting subclass associated with this builder.

code: virtual [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) > GetSettingsClass() const


description: Should return true if components generated from this builder need a warmup phase before being made visible. If your components are using virtual textures or Nanite meshes, this should return true, as it will be necessary to warmup the VT & Nanite caches before transitionning to HLOD. Otherwise, it's likely the initial first frames could show a low resolution texture or mesh.

code: virtual bool RequiresWarmup() const


description: Provide builder settings before a Build.

code: void SetHLODBuilderSettings ( const [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) * InHLODBuilderSettings )


code: virtual bool ShouldIgnoreBatchingPolicy() const


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


description: Hash the class settings. This is used to detect settings changes and trigger an HLOD rebuild if necessarry.

code: virtual uint32 GetCRC() const


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


className: UHLODBuilderSettings

description: Base class for all HLOD Builder settings

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


description: Duplicate the provided HLOD layers setup

code: static [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * DuplicateHLODLayersSetup ( [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * HLODLayer, const [FString](API\Runtime\Core\Containers\FString) & DestinationPath, const [FString](API\Runtime\Core\Containers\FString) & Prefix )


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) > GetHLODActorClass() const


description: Get the default engine HLOD layers setup

code: static [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetEngineDefaultHLODLayersSetup()


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > GetHLODBuilderClass() const


code: const [UHLODBuilderSettings](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilderSettings) * GetHLODBuilderSettings() const


className: UHLODBuilder

description: Base class for all HLOD builders This class takes as input a group of components, and should return component(s) that will be included in the HLOD actor.

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

HLODBuilderSettings

type: TObjectPtr< con...


code: static [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetHLODLayer ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: static [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetHLODLayer ( const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) & InActorDesc, const [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * InWorldPartition )


code: static [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetHLODLayer ( const [FWorldPartitionActorDescView](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDescView) & InActorDescView, const [UWorldPartition](API\Runtime\Engine\WorldPartition\UWorldPartition) * InWorldPartition )


code: const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldPartitionHLODModifier](API\Runtime\Engine\WorldPartition\HLOD\UWorldPartitionHLODModifier) > GetHLODModifierClass() const


code: EHLODLayerType GetLayerType() const


code: [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetParentLayer() const


code: [FName](API\Runtime\Core\UObject\FName) GetRuntimeGrid ( uint32 InHLODLevel ) const


code: static [FName](API\Runtime\Core\UObject\FName) GetRuntimeGridName ( uint32 InLODLevel, int32 InCellSize, double InLoadingRange )


code: void SetLayerType ( EHLODLayerType InLayerType )


code: void SetParentLayer ( [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * InParentLayer )


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


className: UHLODLayer

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


code: bool CanMakeInvisible ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * InCell )


code: bool CanMakeVisible ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * InCell )


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


code: void SetIsSpatiallyLoaded ( bool bInIsSpatiallyLoaded )


className: EnableHLODCommand

description: Console command used to turn on/off loading & rendering of world partition HLODs

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


className: FHLODWarmupStateMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FObjectKey](API\Runtime\CoreUObject\UObject\FObjectKey), FWorldPartitionHLODWarmupState > FHLODWarmupStateMap


code: const [TArray](API\Runtime\Core\Containers\TArray)< [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * > & GetHLODActorsForCell ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * InCell ) const


code: uint32 GetNumOutdatedHLODActors() const


description: Implement this for initialization of instances of the system

code: virtual void Initialize ( [FSubsystemCollectionBase](API\Runtime\Engine\Subsystems\FSubsystemCollectionBase) & Collection )


code: void OnCellHidden ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * InCell )


code: void OnCellShown ( const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * InCell )


description: Implement this for deinitialization of instances of the system

code: virtual void Deinitialize()


code: void OnExternalStreamingObjectInjected ( [URuntimeHashExternalStreamingObjectBase](API\Runtime\Engine\WorldPartition\URuntimeHashExternalStreamingObj-) * ExternalStreamingObject )


code: void OnExternalStreamingObjectRemoved ( [URuntimeHashExternalStreamingObjectBase](API\Runtime\Engine\WorldPartition\URuntimeHashExternalStreamingObj-) * ExternalStreamingObject )


description: Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors

code: virtual void OnWorldBeginPlay ( [UWorld](API\Runtime\Engine\Engine\UWorld) & InWorld )


code: void RegisterHLODActor ( [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * InWorldPartitionHLOD )


code: void SetHLODAlwaysLoadedCullDistance ( int32 InCullDistance )


code: void UnregisterHLODActor ( [AWorldPartitionHLOD](API\Runtime\Engine\WorldPartition\HLOD\AWorldPartitionHLOD) * InWorldPartitionHLOD )


className: WorldPartitionHLODEnabled

code: static bool WorldPartitionHLODEnabled = true;


code: static bool WriteHLODStatsCSV ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FString](API\Runtime\Core\Containers\FString) & InFilename )


className: UHLODSubsystem

description: UHLODSubsystem

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


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()


description: Objects created from within PreSave will NOT have PreSave called on them!!!

code: virtual void PreSave ( [FObjectPreSaveContext](API\Runtime\CoreUObject\UObject\FObjectPreSaveContext) SaveContext )


code: void SetTemplateActorClass ( const [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [AActor](API\Runtime\Engine\GameFramework\AActor) > & InTemplateActorClass )


code: void SetTemplateComponentName ( const [FName](API\Runtime\Core\UObject\FName) & InTemplateComponentName )


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


code: class UHLODTemplatedInstancedStaticMeshComponent : public [UInstancedStaticMeshComponent](API\Runtime\Engine\Components\UInstancedStaticMeshComponent)


description: Components created with this method need to be properly outered & assigned to your target actor.

code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > Build ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext, const [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InSourceComponents ) const


code: virtual bool RequiresWarmup() const


description: For a given component, compute a unique hash from the properties that are relevant to HLOD generation. Used to detect changes to the source components of an HLOD. The base version can only support hashing of static mesh components. HLOD builder subclasses should override this method and compute the hash of component types they support as input.

code: virtual uint32 ComputeHLODHash ( const [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * InSourceComponent ) const


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


className: UNullHLODBuilder

description: Null HLOD builder that ignores it's input and generate no component.

code: class UNullHLODBuilder : public [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder)


code: virtual void DamageActor ( int32 ActorIndex, float DamagePercent )


code: virtual void DestroyActor ( int32 ActorIndex )


code: void SetDestructibleHLODMaterial ( [UMaterialInterface](API\Runtime\Engine\Materials\UMaterialInterface) * InDestructibleMaterial )


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


code: static void DamageInHLOD ( const [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IWorldPartitionDestructibleInHLODInterface](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionDestructibleInHLO-) > & DestructibleInHLOD, float DamagePercent )


code: static void DestroyInHLOD ( const [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [IWorldPartitionDestructibleInHLODInterface](API\Runtime\Engine\WorldPartition\HLOD\IWorldPartitionDestructibleInHLO-) > & DestructibleInHLOD )


code: class UWorldPartitionDestructibleInHLODSupportLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)


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


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


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


code: class UWorldPartitionDestructibleHLODComponent : public [USceneComponent](API\Runtime\Engine\Components\USceneComponent)

DestructibleActors

type: TArray<FName>

description: Name of the destructible actors from the source cell.


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


code: virtual void BeginHLODBuild ( const [FHLODBuildContext](API\Runtime\Engine\WorldPartition\HLOD\FHLODBuildContext) & InHLODBuildContext )


code: virtual bool CanModifyHLOD ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UHLODBuilder](API\Runtime\Engine\WorldPartition\HLOD\UHLODBuilder) > InHLODBuilderClass ) const


code: virtual void EndHLODBuild ( [TArray](API\Runtime\Core\Containers\TArray)< [UActorComponent](API\Runtime\Engine\Components\UActorComponent) * > & InOutComponents )


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


className: UWorldPartitionHLODModifier

description: Base class for all runtime HLOD modifiers

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


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


className: UWorldPartitionHLODProvider

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


code: virtual uint32 GetHLODHash() const


code: const [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * GetHLODLayer() const


code: virtual [ULevelStreaming](API\Runtime\Engine\Engine\ULevelStreaming) * LoadSourceActors ( bool & bOutDirty ) const


code: void SetHLODLayer ( const [UHLODLayer](API\Runtime\Engine\WorldPartition\HLOD\UHLODLayer) * HLODLayer )


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


className: UWorldPartitionHLODSourceActors

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


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FHLODSubActor](API\Runtime\Engine\WorldPartition\HLOD\FHLODSubActor) > & GetActors() const


code: void SetActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [FHLODSubActor](API\Runtime\Engine\WorldPartition\HLOD\FHLODSubActor) > & InSourceActors )


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


className: UWorldPartitionHLODSourceActorsFromCell

code: class UWorldPartitionHLODSourceActorsFromCell : public [UWorldPartitionHLODSourceActors](API\Runtime\Engine\WorldPartition\HLOD\UWorldPartitionHLODSourceActors)


code: const [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > & GetSourceLevel() const


code: void SetSourceLevel ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * InSourceLevel )


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


code: bool Add ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: bool Checkout ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: bool Delete ( const [FString](API\Runtime\Core\Containers\FString) & PackageName ) const


code: bool Delete ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: [FString](API\Runtime\Core\Containers\FString) GetFilename ( const [FString](API\Runtime\Core\Containers\FString) & PackageName ) const


code: [FString](API\Runtime\Core\Containers\FString) GetFilename ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


code: bool Save ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package ) const


className: ISourceControlHelper

code: class ISourceControlHelper


code: const UActorDescContainer &42; GetActorDescContainer&40;&41; const


code: const FWorldPartitionActorDescView & GetActorDescView&40;&41; const


code: const FActorContainerID & GetContainerID&40;&41; const


code: const FTransform & GetTransform&40;&41; const


code: FActorInstance &40; const FGuid & InActorGuid, const FActorSetInstance &42; InActorSetInstance &41;


className: FActorInstance

code: struct FActorInstance

ActorSetInstance

type: constFActorSet...


className: FActorSet

code: struct FActorSet

Actors

type: TArray<FGuid>


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


description: Non-copyable.

code: FActorSetContainer &40; const FActorSetContainer & &41;


className: FActorSetContainer

code: struct FActorSetContainer

ActorDescCollection

type: constFStreamin...

ActorDescViewMap

type: constFActorDes...

ActorSets

type: TArray<TUnique...


code: template<typename Func> void ForEachActor &40; Func InFunc &41; const


className: FActorSetInstance

code: struct FActorSetInstance

bIsSpatiallyLoaded

type: bool

FilteredActors

type: constTSet<FGu...

RuntimeGrid

type: FName


code: void ForEachActorSetContainer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FActorSetContainer](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorSetContainer) &)> Func ) const


code: const [FActorSetContainer](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorSetContainer) * GetMainWorldContainer() const


className: IStreamingGenerationContext

code: class IStreamingGenerationContext


className: ActorDescFilters

code: static [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActorDescFilter](API\Runtime\Engine\WorldPartition\IWorldPartitionActorLoaderInterf-\FActorDescFilter) > > ActorDescFilters;


description: Higher priority filters are called first.

code: uint32 GetFilterPriority&40;&41; const


code: FText &42; GetFilterReason&40;&41; const


code: void ForEachActorSetInstance ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FActorSetInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorSetInstance) &)> Func ) const


code: bool PassFilter &40; class UWorld &42;, const FWorldPartitionHandle & &41;


code: virtual &126;FActorDescFilter&40;&41;


className: FActorDescFilter

code: class FActorDescFilter


className: FActorReferenceMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [FReferenceMap](API\Runtime\Core\Containers\TMap) > FActorReferenceMap


className: FContainerReferenceMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [TWeakObjectPtr](API\Runtime\Core\UObject\TWeakObjectPtr)< [UActorDescContainer](API\Runtime\Engine\WorldPartition\UActorDescContainer) >, [FActorReferenceMap](API\Runtime\Core\Containers\TMap) > FContainerReferenceMap


className: FReferenceMap

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), FWorldPartitionReference > FReferenceMap


code: void AddReferenceToActor &40; FWorldPartitionHandle & Actor &41;


code: void ForEachActor &40; TFunctionRef< void(const FWorldPartitionHandle &)> InOperation &41; const


code: virtual TOptional< FBox > GetBoundingBox&40;&41; const


code: virtual TOptional< FColor > GetColor&40;&41; const


description: Helpers.

code: FActorReferenceMap & GetContainerReferences &40; UActorDescContainer &42; InContainer &41;


description: Helpers.

code: const FActorReferenceMap &42; GetContainerReferencesConst &40; UActorDescContainer &42; InContainer &41; const


code: virtual TOptional< FString > GetLabel&40;&41; const


code: UWorld &42; GetWorld&40;&41; const


code: void OnActorDescContainerInitialize &40; UActorDescContainer &42; Container &41;


code: void OnActorDescContainerUninitialize &40; UActorDescContainer &42; Container &41;


code: void OnRefreshLoadedState &40; bool bFromUserOperation &41;


description: Actors filtering.

code: virtual bool PassActorDescFilter &40; const FWorldPartitionHandle & Actor &41; const


code: void PostLoadedStateChanged &40; int32 NumLoads, int32 NumUnloads, bool bClearTransactions &41;


code: void RemoveReferenceToActor &40; FWorldPartitionHandle & Actor &41;


code: void SetUserCreated &40; bool bValue &41;


code: bool ShouldActorBeLoaded &40; const FWorldPartitionHandle & Actor &41; const


code: ILoaderAdapter &40; UWorld &42; InWorld &41;


code: virtual &126;ILoaderAdapter&40;&41;


className: ILoaderAdapter

description: Base class for actor loaders

code: class ILoaderAdapter


code: static void RefreshLoadedState ( bool bIsFromUserChange )


code: static void RegisterActorDescFilter ( const [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [FActorDescFilter](API\Runtime\Engine\WorldPartition\IWorldPartitionActorLoaderInterf-\FActorDescFilter) > & InActorDescFilter )


description: Returns whether the cell data layers referenced the provided data layer asset or not.

code: bool ContainsDataLayer ( const [UDataLayerAsset](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerAsset) * DataLayerAsset ) const


className: IWorldPartitionActorLoaderInterface


description: Returns whether the cell data layers referenced the provided data layer instance or not.

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


description: Returns the referenced actor packages.

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


description: Returns the cell bounds.

code: FBox GetCellBounds() const


description: Returns the cell content associated data layer instances.

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


description: Returns the cell content associated data layers.

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


description: Returns the debug name associated with this cell.


description: Returns the associated level package name.


description: REturns the outer world of this cell.

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


description: Returns the owning world of this cell.

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


description: Returns whether the cell data layers referenced any of the provided data layer or not.

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


description: Returns the cell bounds computed using cell content.

code: const FBox & GetContentBounds() const


description: Returns whether the cell content is associated with data layers or not.

code: bool HasDataLayers() const


className: IWorldPartitionCell

code: class IWorldPartitionCell


code: virtual void FocusBox ( const FBox & Box ) const


className: IWorldPartitionEditor

description: Interface for the world partition editor

code: struct IWorldPartitionEditor


code: bool ConvertMap ( const [FString](API\Runtime\Core\Containers\FString) & InLongPackageName )


className: FOnExecuteCommandlet

description: Triggered when the editor launches a commandlet. Can be used to provide project specific arguments.

code: class FOnExecuteCommandlet : public TBaseMulticastDelegate_OneParam< void, TArray< FString > & >


className: FOnPostExecuteCommandlet

description: Triggered when the editor has launched a commandlet.

code: class FOnPostExecuteCommandlet : public TBaseMulticastDelegate_NoParams< void >


className: FOnPreExecuteCommandlet

description: Triggered when the editor is about to launch a commandlet. Can be used to modify the builder params.

code: class FOnPreExecuteCommandlet : public TBaseMulticastDelegate_OneParam< void, FRunBuilderParams & >


className: FRunBuilderParams

code: struct FRunBuilderParams

BuilderClass

type: TSubclassOf<UW...

ExtraArgs

type: FString

OperationDescription

type: FText

World

type: UWorld*


className: FWorldPartitionCreated

description: Triggered when a world is added.

code: class FWorldPartitionCreated : public TBaseMulticastDelegate_OneParam< void, UWorld * >


code: bool GetDisableLoadingInEditor() const


code: int32 GetPlacementGridSize() const


code: bool IsEditingContentBundle() const


code: bool IsEditingContentBundle ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ContentBundleGuid ) const


description: Return the commandlet execution event


description: Return the commandlet post-execution event


description: Return the commandlet pre-execution event


description: Return the world added event.


code: bool RunBuilder ( const [FRunBuilderParams](API\Runtime\Engine\WorldPartition\IWorldPartitionEditorModule\FRunBuilderParams) & Params )


description: Deprecated* Use RunBuilder with UWorld* instead.

code: virtual bool RunBuilder ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder) > BuilderClass, const [FString](API\Runtime\Core\Containers\FString) & InLongPackageName )


code: virtual bool RunBuilder ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UWorldPartitionBuilder](API\Editor\UnrealEd\WorldPartition\UWorldPartitionBuilder) > BuilderClass, [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: void SetAdvancedMode ( bool bInAdvancedMode )


code: void SetDisableBugIt ( bool bInDisableBugIt )


code: void SetDisableLoadingInEditor ( bool bInDisableLoadingInEditor )


code: virtual ~IWorldPartitionEditorModule()


code: void SetDisablePIE ( bool bInDisablePIE )


className: IWorldPartitionEditorModule

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

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


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


code: void SetWorldPartitionResolveData ( const [FWorldPartitionResolveData](API\Runtime\Engine\WorldPartition\FWorldPartitionResolveData) & InEmbeddingData )


className: IWorldPartitionObjectResolver

code: class IWorldPartitionObjectResolver


code: virtual bool GetStreamingSources ( [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) > & StreamingSources ) const


code: virtual bool GetStreamingSource ( [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) & StreamingSource ) const


code: virtual const [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetStreamingSourceOwner() const


className: IWorldPartitionStreamingSourceProvider

description: Interface for world partition streaming sources


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


code: virtual FBox GetEditorBounds() const


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


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


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


className: FLandscapeActorDesc

description: ActorDesc for LandscapeActors.

code: class FLandscapeActorDesc : public [FPartitionActorDesc](API\Runtime\Engine\WorldPartition\ActorPartition\FPartitionActorDesc)


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


code: virtual EWorldPartitionActorFilterType GetContainerFilterType() const


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


code: virtual bool IsContainerInstance() const


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


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


code: virtual ~FLevelInstanceActorDesc()


className: FLevelInstanceActorDesc

description: ActorDesc for Actors that are part of a LevelInstanceActor Level.

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

DesiredRuntimeBehavior

type: ELevelInstanceR...

Filter

type: FWorldPartition...

LevelInstanceContainer

type: TWeakObjectPtr<...

WorldAsset

type: FSoftObjectPath


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< FBox > GetBoundingBox() const


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > GetLabel() const


code: virtual bool Intersect ( const FBox & Box ) const


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


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


className: FLoaderAdapterActor

description: Actor loader adapter that will do a spatial query based on the actor's brush

code: class FLoaderAdapterActor : public [ILoaderAdapterSpatial](API\Runtime\Engine\WorldPartition\LoaderAdapter\ILoaderAdapterSpatial)

Actor

type: AActor*


code: void AddActors ( const [TArray](API\Runtime\Core\Containers\TArray)< FWorldPartitionHandle > & ActorHandles )


code: bool ContainsActor ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ActorGuid ) const


code: bool ContainsActor ( const FWorldPartitionHandle & ActorHandle ) const


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


description: Actors filtering.

code: virtual bool PassActorDescFilter ( const FWorldPartitionHandle & Actor ) const


code: void RemoveActors ( const [TArray](API\Runtime\Core\Containers\TArray)< FWorldPartitionHandle > & ActorHandles )


className: FLoaderAdapterActorList

description: Loader adapter that contains an actor list.

code: class FLoaderAdapterActorList : public [FLoaderAdapterList](API\Runtime\Engine\WorldPartition\LoaderAdapter\FLoaderAdapterList)

ActorsToRemove

type: TSet< FWorldPar...


code: FLoaderAdapterActorList ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


code: virtual void ForEachActor ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FWorldPartitionHandle &)> InOperation ) const


code: FLoaderAdapterList ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FLoaderAdapterList

description: Base class for actor loaders that contains a specific list of actors


code: static bool SupportsPinning ( [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * InActorDesc )


code: static bool SupportsPinning ( [AActor](API\Runtime\Engine\GameFramework\AActor) * InActor )


code: FLoaderAdapterPinnedActors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: FLoaderAdapterPinnedActors

code: class FLoaderAdapterPinnedActors : public [FLoaderAdapterActorList](API\Runtime\Engine\WorldPartition\LoaderAdapter\FLoaderAdapterActorList)


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< FBox > GetBoundingBox() const


code: virtual [TOptional](API\Runtime\Core\IO\TOptional)< [FString](API\Runtime\Core\Containers\FString) > GetLabel() const


code: virtual bool Intersect ( const FBox & Box ) const


code: FLoaderAdapterShape ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const FBox & InBoundingBox, const [FString](API\Runtime\Core\Containers\FString) & InLabel )


className: FLoaderAdapterShape

description: Actor loader adapter that will do a spatial query based on a shape

code: class FLoaderAdapterShape : public [ILoaderAdapterSpatial](API\Runtime\Engine\WorldPartition\LoaderAdapter\ILoaderAdapterSpatial)


code: bool Intersect ( const FBox & Box ) const


code: ILoaderAdapterSpatial ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld )


className: ILoaderAdapterSpatial

description: Base class for actor loaders that requires spatial queries


code: void AddNavigationDataChunkInEditor ( const [UNavigationSystemBase](API\Runtime\Engine\AI\UNavigationSystemBase) & NavSys )


code: void AddNavigationDataChunkToWorld()


description: Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.

code: virtual void BeginDestroy()


description: Overridable native event for when play begins for this actor.

code: virtual void BeginPlay()


description: Returns true if this actor allows changing the spatially loaded flag.

code: virtual bool CanChangeIsSpatiallyLoadedFlag() const


code: void CollectNavData ( const FBox & QueryBounds, FBox & OutTilesBounds )


description: Overridable function called whenever this actor is being removed from a level

code: virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )


description: Returns the bounding box of all components that make up this Actor (excluding ChildActorComponents).

code: virtual void GetActorBounds ( bool bOnlyCollidingComponents, FVector & Origin, FVector & BoxExtent, bool bIncludeFromChildActors ) const


code: virtual uint32 GetDefaultGridSize ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld ) const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [UNavigationDataChunk](API\Runtime\Engine\AI\Navigation\UNavigationDataChunk) > > & GetMutableNavDataChunk()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [UNavigationDataChunk](API\Runtime\Engine\AI\Navigation\UNavigationDataChunk) * > & GetNavDataChunk() const


description: GetActorBounds()

code: virtual FBox GetStreamingBounds() const


code: void Log ( const TCHAR * FunctionName ) 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 SetDataChunkActorBounds ( const FBox & InBounds )


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


className: ANavigationDataChunkActor

code: class ANavigationDataChunkActor : public [APartitionActor](API\Runtime\Engine\ActorPartition\APartitionActor)

DataChunkActorBounds

type: FBox

NavDataChunks

type: TArray<TObject...


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


code: virtual EWorldPartitionActorFilterType GetContainerFilterType() const


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


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


className: FPackedLevelActorDesc

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


code: FImpl ( const [IStaticSpatialIndexDataInterface](API\Runtime\Engine\WorldPartition\RuntimeHashSet\IStaticSpatialIndexDataInterface) & InDataInterface )


code: void ForEachElement ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint32 InValueIndex)> Func ) const


code: void ForEachIntersectingElement ( const FBox & InBox, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint32 InValueIndex)> Func ) const


code: void ForEachIntersectingElement ( const FSphere & InSphere, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(uint32 InValueIndex)> Func ) const


code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< TPair< FBox, uint32 >> & InElements )


code: FListImpl ( const [IStaticSpatialIndexDataInterface](API\Runtime\Engine\WorldPartition\RuntimeHashSet\IStaticSpatialIndexDataInterface) & InDataInterface )


className: FListImpl

code: class FListImpl : public [FStaticSpatialIndex::FImpl](API\Runtime\Engine\WorldPartition\RuntimeHashSet\FImpl)


code: FRTreeImpl ( const [IStaticSpatialIndexDataInterface](API\Runtime\Engine\WorldPartition\RuntimeHashSet\IStaticSpatialIndexDataInterface) & InDataInterface )


className: FRTreeImpl

code: class FRTreeImpl : public [FStaticSpatialIndex::FImpl](API\Runtime\Engine\WorldPartition\RuntimeHashSet\FImpl)


className: FRuntimePartitionDesc

description: Holds settings for a runtime partition instance.

code: struct FRuntimePartitionDesc

Class

type: TSubclassOf<UR...

description: Partition class

HLODLayer

type: TObjectPtr< con...

description: Associated HLOD Layer object

HLODSetups

type: TArray<FRuntim...

description: HLOD setups used by this partition, one for each layers in the hierarchy

MainLayer

type: TObjectPtr<URu...

description: Main partition object

Name

description: Name for this partition, used to map actors to it through the Actor.RuntimeGrid property


className: FRuntimePartitionHLODSetup

description: Holds settings for an HLOD layer for a particular partition class.

code: struct FRuntimePartitionHLODSetup


code: const FBox & GetBox ( uint32 InIndex ) const


className: IStaticSpatialIndexDataInterface

code: struct IStaticSpatialIndexDataInterface


code: void AddReferencedObjects ( [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: void ForEachElement ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const ValueType &InValue)> Func ) const


code: void ForEachIntersectingElement ( const FBox & InBox, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const ValueType &InValue)> Func ) const


code: void ForEachIntersectingElement ( const FSphere & InSphere, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const ValueType &InValue)> Func ) const


code: virtual const FBox & GetBox ( uint32 InIndex ) const


description: Creation.

code: void Init ( const [TArray](API\Runtime\Core\Containers\TArray)< TPair< FBox, ValueType >> & InElements )


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


className: TStaticSpatialIndex

code: template<typename ValueType, class SpatialIndexType> class TStaticSpatialIndex : public [IStaticSpatialIndexDataInterface](API\Runtime\Engine\WorldPartition\RuntimeHashSet\IStaticSpatialIndexDataInterface)


className: TStaticSpatialIndexList

code: template<class ValueType> class TStaticSpatialIndexList : public [TStaticSpatialIndex< ValueType, FStaticSpatialIndex::FListImpl >](API\Runtime\Engine\WorldPartition\RuntimeHashSet\TStaticSpatialIndex)


className: TStaticSpatialIndexRTree

code: template<class ValueType> class TStaticSpatialIndexRTree : public [TStaticSpatialIndex< ValueType, FStaticSpatialIndex::FRTreeImpl >](API\Runtime\Engine\WorldPartition\RuntimeHashSet\TStaticSpatialIndex)


className: URuntimeHashSetExternalStreamingObject

SpatialIndex

type: TUniquePtr< FSt...

description: Transient.


className: FCellDesc

code: struct FCellDesc

ActorInstances

type: TArray<IStream...

bBlockOnSlowStreaming

type: bool

ContentBundleID

type: FGuid

Name

type: FName


code: virtual bool GenerateStreaming ( const [TArray](API\Runtime\Core\Containers\TArray)< const [IStreamingGenerationContext::FActorSetInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorSetInstance) * > & ActorSetInstances, [TArray](API\Runtime\Core\Containers\TArray)< [FCellDesc](API\Runtime\Engine\WorldPartition\RuntimeHashSet\URuntimePartition\FCellDesc) > & OutRuntimeCellDescs )


code: virtual bool IsValidGrid ( [FName](API\Runtime\Core\UObject\FName) GridName ) const


code: bool PopulateCellActorInstances ( const [TArray](API\Runtime\Core\Containers\TArray)< const [IStreamingGenerationContext::FActorSetInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorSetInstance) * > & ActorSetInstances, bool bIsMainWorldPartition, bool bIsCellAlwaysLoaded, [TArray](API\Runtime\Core\Containers\TArray)< [IStreamingGenerationContext::FActorInstance](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext\FActorInstance) > & OutCellActorInstances )


code: virtual bool SupportsHLODs() const


className: URuntimePartition

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


className: URuntimePartitionLevelStreaming

code: class URuntimePartitionLevelStreaming : public [URuntimePartition](API\Runtime\Engine\WorldPartition\RuntimeHashSet\URuntimePartition)

bOneLevelPerActorContainer

description: Splits actors into different sublevels based on their actor containers (level instance)


className: URuntimePartitionPersistent

code: class URuntimePartitionPersistent : public [URuntimePartition](API\Runtime\Engine\WorldPartition\RuntimeHashSet\URuntimePartition)


code: static void AddReferencedObjects ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InThis, [FReferenceCollector](API\Runtime\CoreUObject\UObject\FReferenceCollector) & Collector )


code: virtual void DumpStateLog ( [FHierarchicalLogArchive](API\Runtime\Core\Misc\FHierarchicalLogArchive) & Ar ) const


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


code: virtual void ForEachStreamingCellsQuery ( const [FWorldPartitionStreamingQuerySource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingQuerySou-) & QuerySource, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) *)> Func, [FWorldPartitionQueryCache](API\Runtime\Engine\WorldPartition\FWorldPartitionQueryCache) * QueryCache ) const


code: virtual bool GenerateStreaming ( class [UWorldPartitionStreamingPolicy](API\Runtime\Engine\WorldPartition\UWorldPartitionStreamingPolicy) * StreamingPolicy, const [IStreamingGenerationContext](API\Runtime\Engine\WorldPartition\IStreamingGenerationContext) * StreamingGenerationContext, [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > * OutPackagesToGenerate )


code: virtual void ForEachStreamingCellsSources ( const [TArray](API\Runtime\Core\Containers\TArray)< [FWorldPartitionStreamingSource](API\Runtime\Engine\WorldPartition\FWorldPartitionStreamingSource) > & Sources, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(const [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) *, EStreamingSourceTargetState)> Func ) const


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [UWorldPartitionRuntimeCell](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeCell) * > GetAlwaysLoadedCells() const


code: virtual bool InjectExternalStreamingObject ( [URuntimeHashExternalStreamingObjectBase](API\Runtime\Engine\WorldPartition\URuntimeHashExternalStreamingObj-) * ExternalStreamingObject )


description: Helpers.

code: static [TArray](API\Runtime\Core\Containers\TArray)< [FName](API\Runtime\Core\UObject\FName) > ParseGridName ( [FName](API\Runtime\Core\UObject\FName) GridName )


description: This alternate version of PostEditChange is called when properties inside structs are modified. The property that was actually modified is located at the tail of the list. The head of the list of theFStructPropertymember variable that contains the property that was modified.

code: virtual void PostEditChangeChainProperty ( [FPropertyChangedChainEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedChainEvent) & PropertyChangedEvent )


code: virtual void PostLoad()


code: virtual bool RemoveExternalStreamingObject ( [URuntimeHashExternalStreamingObjectBase](API\Runtime\Engine\WorldPartition\URuntimeHashExternalStreamingObj-) * ExternalStreamingObject )


description: Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.

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


code: virtual [URuntimeHashExternalStreamingObjectBase](API\Runtime\Engine\WorldPartition\URuntimeHashExternalStreamingObj-) * StoreToExternalStreamingObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * StreamingObjectOuter, [FName](API\Runtime\Core\UObject\FName) StreamingObjectName )


code: virtual bool SupportsHLODs() const


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


className: UWorldPartitionRuntimeHashSet

code: class UWorldPartitionRuntimeHashSet : public [UWorldPartitionRuntimeHash](API\Runtime\Engine\WorldPartition\UWorldPartitionRuntimeHash)

InjectedExternalStreamingObjects

type: TSet<URuntimeH...

PersistentPartitionDesc

type: FRuntimePartiti...

description: Persistent partition

RuntimePartitions

description: Array of runtime partition descriptors


description:
Runs a function on all intersecting cells for the provided box
the number of intersecting cells

code: int32 ForEachIntersectingCellsBreakable &40; const FBox & InBox, TFunctionRef< bool(const FGridCellCoord2 &)> InOperation &41; const


code: int32 ForEachIntersectingCells &40; const FBox & InBox, TFunctionRef< void(const FGridCellCoord2 &)> InOperation &41; const


description:
Runs a function on all intersecting cells for the provided sphere
the number of intersecting cells

code: int32 ForEachIntersectingCells &40; const FSphere & InSphere, TFunctionRef< void(const FGridCellCoord2 &)> InOperation &41; const


description:
Runs a function on all intersecting cells for the provided spherical sector
the number of intersecting cells

code: int32 ForEachIntersectingCells &40; const FSphericalSector & InShape, TFunctionRef< void(const FGridCellCoord2 &)> InOperation &41; const


description:
Returns the cell bounds
true if the specified index was valid

code: bool GetCellBounds &40; int64 InIndex, FBox2D & OutBounds &41; const


description:
Returns the cell bounds
true if the specified coord was valid

code: bool GetCellBounds &40; const FGridCellCoord2 & InCoords, FBox2D & OutBounds, bool bCheckIsValidCoord &41; const


description:
Returns the cell coordinates of the provided position
true if the position was inside the grid

code: bool GetCellCoords &40; const FVector2D & InPos, FGridCellCoord2 & OutCoords &41; const


description:
Returns the cells coordinates of the provided box
true if the bounds was intersecting with the grid

code: bool GetCellCoords &40; const FBox2D & InBounds2D, FGridCellCoord2 & OutMinCellCoords, FGridCellCoord2 & OutMaxCellCoords &41; const


description:
Returns the cell index of the provided coords
true if the coords was inside the grid

code: bool GetCellIndex &40; const FGridCellCoord2 & InCoords, uint64 & OutIndex &41; const


description:
Returns the cell index of the provided position
true if the position was inside the grid

code: bool GetCellIndex &40; const FVector & InPos, uint64 & OutIndex &41; const


description:
Get the number of intersecting cells of the provided box
the number of intersecting cells

code: int32 GetNumIntersectingCells &40; const FBox & InBox &41; const


description:
Validate that the coordinates fit the grid size
true if the specified coordinates are valid

code: bool IsValidCoords &40; const FGridCellCoord2 & InCoords &41; const


code: FGrid2D &40; const FVector2D & InOrigin, int64 InCellSize, int64 InGridSize &41;


code: void AddActorSetInstance &40; const IStreamingGenerationContext::FActorSetInstance &42; ActorSetInstance &41;


code: FGridCellCoord GetCoords&40;&41; const


code: const TSet< FGridCellDataChunk > & GetDataChunks&40;&41; const


code: const FGridCellDataChunk &42; GetNoDataLayersDataChunk&40;&41; const


code: FGridCell &40; const FGridCellCoord & InCoords &41;


code: const TArray< const IStreamingGenerationContext::FActorSetInstance &42; > & GetActorSetInstances&40;&41; const


code: const TArray< const UDataLayerInstance &42; > & GetDataLayers&40;&41; const


code: FGuid GetContentBundleID&40;&41; const


code: const FDataLayersID & GetDataLayersID&40;&41; const


code: bool operator&61;&61; &40; const FGridCellDataChunk & InGridCellDataChunk &41; const


code: FGridCellDataChunk &40; const TArray< const UDataLayerInstance &42; > & InDataLayers, const FGuid & InContentBundleID &41;


className: FGridCellDataChunk

description:
operator==(
constFGridCellDataChunk& InGridCellDataChunk)

code: struct FGridCellDataChunk


description:
Returns the cell at the specified grid coordinate
the cell at the specified grid coordinate

code: FGridCell & GetCell &40; const FGridCellCoord2 & InCoords &41;


code: const FGridCell & GetCell &40; const FGridCellCoord2 & InCoords &41; const


code: FGridLevel &40; const FVector2D & InOrigin, int64 InCellSize, int64 InGridSize, int32 InLevel &41;


className: FGridLevel

code: struct FGridLevel : public [FSquare2DGridHelper::FGrid2D](API\Runtime\Engine\WorldPartition\RuntimeSpatialHash\FSquare2DGridHelper\FGrid2D)

Cells

type: TArray<FGridCe...

CellsMapping

type: TMap< int64, in...


description: Runs a function on all cells.

code: void ForEachCells ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FSquare2DGridHelper::FGridLevel::FGridCell](API\Runtime\Engine\WorldPartition\RuntimeSpatialHash\FSquare2DGridHelper\FGridLevel\FGridCell) &)> InOperation ) const


code: int32 ForEachIntersectingCells ( const FBox & InBox, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FGridCellCoord &)> InOperation, int32 InStartLevel ) const


code: int32 ForEachIntersectingCells ( const FSphere & InSphere, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FGridCellCoord &)> InOperation, int32 InStartLevel ) const


description: Returns the always loaded (top level) cell.


description: Returns the cell at the given coord.

code: const [FGridLevel::FGridCell](API\Runtime\Engine\WorldPartition\RuntimeSpatialHash\FSquare2DGridHelper\FGridLevel\FGridCell) & GetCell ( const FGridCellCoord & InCoords ) const


code: int32 ForEachIntersectingCells ( const [FSphericalSector](API\Runtime\Engine\WorldPartition\FSphericalSector) & InShape, [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const FGridCellCoord &)> InOperation, int32 InStartLevel ) const


code: bool GetCellBounds ( const FGridCellCoord & InCoords, FBox2D & OutBounds ) const


description:
Returns the cell global coordinates
true if the specified coord was valid

code: bool GetCellGlobalCoords ( const FGridCellCoord & InCoords, FGridCellCoord & OutGlobalCoords ) const


code: FSquare2DGridHelper ( const FBox & InWorldBounds, const FVector & InOrigin, int64 InCellSize )


description: Returns the lowest grid level.


description: Square 2D grid helper

code: struct FSquare2DGridHelper

Levels

type: TArray<FGridLe...

Origin

type: FVector


code: void AddContainer ( ActorDescContPtrType Container )


code: template<class U> void Append ( const [TActorDescContainerCollection](API\Runtime\Engine\WorldPartition\TActorDescContainerCollection)< U > & OtherCollection )


code: bool Contains ( const [FName](API\Runtime\Core\UObject\FName) & ContainerPackageName ) const


code: const [FGridLevel::FGridCell](API\Runtime\Engine\WorldPartition\RuntimeSpatialHash\FSquare2DGridHelper\FGridLevel\FGridCell) & GetAlwaysLoadedCell() const


className: FActorDescRemovedEvent

code: class FActorDescRemovedEvent : public TBaseMulticastDelegate_OneParam< void, FWorldPartitionActorDesc * >


className: FActorDescAddedEvent

code: class FActorDescAddedEvent : public TBaseMulticastDelegate_OneParam< void, FWorldPartitionActorDesc * >


code: ActorDescContPtrType FindContainer ( const [FName](API\Runtime\Core\UObject\FName) & ContainerPackageName ) const


code: ActorDescContPtrType FindHandlingContainer ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: void ForEachActorDescContainerBreakable ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(ActorDescContPtrType)> Func )


code: void ForEachActorDescContainerBreakable ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool(ActorDescContPtrType)> Func ) const


code: void ForEachActorDescContainer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(ActorDescContPtrType)> Func )


code: void ForEachActorDescContainer ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(ActorDescContPtrType)> Func ) const


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: const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * GetActorDescByName ( const [FString](API\Runtime\Core\Containers\FString) & ActorPath ) const


code: const [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * GetActorDescByName ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & ActorPath ) 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: ActorDescContPtrType GetActorDescContainer ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ActorGuid ) const


code: template<typename Dummy, typename> bool IsActorDescHandled ( const [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor ) const


code: template<typename Dummy, typename> void LoadAllActors ( [TArray](API\Runtime\Core\Containers\TArray)< FWorldPartitionReference > & OutReferences )


code: virtual void OnCollectionChanged()


code: template<typename Dummy, typename> void OnPackageDeleted ( [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package )


code: template<typename Dummy, typename> bool RemoveActor ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ActorGuid )


code: bool RemoveContainer ( ActorDescContPtrType Container )


className: ActDescIteratorType

code: typedef TChooseClass< bConst, typename ContainerType::TConstIterator< ActorType >, typename ContainerType::TIterator< ActorType > >::Result ActDescIteratorType


className: ContainerCollectionType

code: typedef TArray< ActorDescContPtrType > ContainerCollectionType


className: ContainerIteratorType

code: typedef TChooseClass< bConst, typename ContainerCollectionType::TConstIterator, typename ContainerCollectionType::TIterator >::Result ContainerIteratorType


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


className: ValueType

code: typedef FWorldPartitionActorDescType< ActorType >::Type ValueType


code: template<class T> TBaseIterator &40; T &42; Collection &41;


className: TBaseIterator

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

ActorsIterator

type: TUniquePtr<Act...

ContainerIterator

type: ContainerIterat...


className: BaseType

code: typedef TBaseIterator< true, ActorType > BaseType


code: template<class T> TConstIterator &40; T &42; Collection &41;


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


className: TConstIterator

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


code: typedef TBaseIterator< false, ActorType > BaseType


className: TIterator

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


code: template<class T> TIterator &40; T &42; Collection &41;


code: template<class U> TActorDescContainerCollection ( std::initializer_list< U > ActorDescContainerArray )


className: TActorDescContainerCollection

code: template<class ActorDescContPtrType> class TActorDescContainerCollection

ActorDescContainerCollection

type: TArray< ActorDe...

OnActorDescAddedEvent

type: FActorDescAdded...

OnActorDescRemovedEvent

type: FActorDescRemov...


className: WithCopy

code: enum &123; WithCopy = false &125;


description: Disable copy of this USTRUCT by the autogenerated code.

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


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


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


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


code: [FWorldPartitionActorDesc](API\Runtime\Engine\WorldPartition\FWorldPartitionActorDesc) * operator->() const


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


code: [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< Impl > & operator= ( [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle) && Other )


description: Conversions.

code: template<typename T> [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< Impl > & operator= ( const [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< T > & Other )


code: template<typename T> [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< Impl > & operator= ( [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< T > && Other )


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


description: Conversions.

code: template<typename T> bool operator== ( const [TWorldPartitionHandle](API\Runtime\Engine\WorldPartition\TWorldPartitionHandle)< T > & Other ) const


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