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

code: virtual void PostEditUndo()


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.

module: Landscape

code: virtual void PostLoad()


description: Called on Game-thread to give implementer a change to perform actions that require game-thread to run, for example precaching physics data


description: Deprecated* Use version that takesFObjectPreSaveContextinstead.

code: virtual PRAGMA_DISABLE_DEPRECATION_WARNINGSvoid PreSave ( const class [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


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 SetRenderComponent ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * InRenderComponent )


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 )


description: Recreate heightfield and restart physics

code: virtual bool RecreateCollision()


description: Called from editor code to manage foliage instances on landscape.

code: void SnapFoliageInstances ( const FBox & InInstanceBox )


code: void SetSectionBase ( FIntPoint InSectionBase )


description: We speculatively async load collision object from DDC to remove hitch when streaming


description: If this instance knows how to export sub-sections of self

code: virtual bool SupportsGatheringGeometrySlices() const


description: Writes to a cooked data buffer using raw heightfield data.

code: bool WriteRuntimeData ( const [FWriteRuntimeDataParams](API\Runtime\Landscape\ULandscapeHeightfieldCollisionCo-\FWriteRuntimeDataParams) & Params, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutHeightfieldData, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & InOutMaterials ) const


description: Modify a sub-region of the physics heightfield. Note that this does not update the physical material

code: void UpdateHeightfieldRegion ( int32 ComponentX1, int32 ComponentY1, int32 ComponentX2, int32 ComponentY2 )


code: ULandscapeHeightfieldCollisionComponent ( [FVTableHelper](API\Runtime\CoreUObject\UObject\FVTableHelper) & Helper )


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


className: ULandscapeHeightfieldCollisionComponent

code: class ULandscapeHeightfieldCollisionComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bShouldSaveCookedDataToDDC

description: Flag to indicate that the next time we cook data, we should save it to the DDC.

CachedHeightFieldSamples

type: FNavHeightfield...

CachedLocalBox

type: FBox

description: Cached local-space bounding box, created at heightmap update time

CollisionHeightData

type: FWordBulkData

description: The collision height values. Stripped from cooked content

CollisionQuadFlags

type: TArray< uint8 >

description: The flags for each collision quad. See ECollisionQuadFlags.

CollisionScale

type: float

description: Collision scale: (ComponentSizeQuads) / (CollisionSizeQuads)

CollisionSizeQuads

description: Size of component in collision quads

ComponentLayerInfos

type: TArray<TObject...

description: List of layers painted on this component.

CookedCollisionData

description: Cooked HeightField data.

CookedCollisionDataEd

description: Cooked editor specific heightfield data, never serialized

CookedPhysicalMaterials

description: This is a list of physical materials that is actually used by a cooked HeightField

DominantLayerData

type: FByteBulkData

description: Indices into the ComponentLayers array for the per-vertex dominant layer.

HeightfieldGuid

type: FGuid

description: Guid used to share Physics heightfield objects in the editor

HeightfieldRef

type: TRefCountPtr<F...

description: Physics engine version of heightfield data.

HeightfieldRowsCount

description: Cached PxHeightFieldSamples values for navmesh generation.

PhysicalMaterialRenderData

description: Indices for physical materials generated by the render material. Stripped from cooked content

PhysicalMaterialRenderObjects

description: Physical materials objects referenced by the indices in PhysicalMaterialRenderData.

SectionBaseX

description: Offset of component in landscape quads

SimpleCollisionSizeQuads

description: Size of component's "simple collision" in collision quads

SpeculativeDDCRequest

type: TSharedPtr<FAs...

description: Async DCC load for cooked collision representation.


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


className: ULandscapeHLODBuilder

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


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: bool ApplySplines ( bool bOnlySelected, [TSet](API\Runtime\Core\Containers\TSet)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) >> * OutModifiedComponents, bool bMarkPackageDirty )


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


code: bool AreAllComponentsRegistered() const


description: Returns true if new Landscape actors should be spatially loaded in WorldPartition (LandscapeStreamingProxy & LandscapeSplineActor)


className: bForceNonSpatiallyLoadedByDefault

code: static bool bForceNonSpatiallyLoadedByDefault = false;


code: bool CanDeleteLandscape ( [FText](API\Runtime\Core\Internationalization\FText) & OutReason ) const


description: Will tell if the landscape actor can have some content related to the layer system

code: bool CanHaveLayersContent() const


description: Will clear all component dirty data

code: void ClearDirtyData()


code: void ClearSelectedRegion ( bool bIsComponentwise )


code: void CreateLayerEditorSettingsFor ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo )


code: [ALandscapeSplineActor](API\Runtime\Landscape\ALandscapeSplineActor) * CreateSplineActor ( const FVector & Location )


code: void DeleteLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const [FName](API\Runtime\Core\UObject\FName) & LayerName )


code: void ExportHeightmap ( const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: void ExportLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const [FString](API\Runtime\Core\Containers\FString) & Filename )


code: void ExportLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, const [FString](API\Runtime\Core\Containers\FString) & Filename, const FIntRect & ExportRegion )


code: static [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * Find ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FGuid](API\Runtime\Core\Misc\FGuid) & LandscapeGuid )


code: static [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * FindOrCreate ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FGuid](API\Runtime\Core\Misc\FGuid) & LandscapeGuid )


description: Fixes up proxies relative position to landscape actor basically makes sure that each LandscapeProxy RootComponent transform reflects LandscapeSectionOffset value requires LandscapeActor to be loaded Does not work in World composition mode!

code: void FixupProxiesTransform ( bool bDirty )


code: void ForAllLandscapeComponents ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *)> Fn ) const


code: void ExportHeightmap ( const [FString](API\Runtime\Core\Containers\FString) & Filename, const FIntRect & ExportRegion )


description: Runs the given function on the root landscape actor and all streaming proxies Most easily used with a lambda as follows: ForAllLandscapeProxies({ // Code });

code: void ForAllLandscapeProxies ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) *)> Fn ) const


code: void ForAllSplineActors ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) >)> Fn ) const


description: Runs the given function on the root landscape actor and all streaming proxies, with the posibility of early exit Most easily used with a lambda as follows: ForEachLandscapeProxy(-> bool { return continueLoop ? true : false; });

code: void ForEachLandscapeProxy ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) *)> Fn ) const


code: void GetComponentsInRegion ( int32 X1, int32 Y1, int32 X2, int32 Y2, [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & OutComponents, bool bOverlap ) const


description:
Returns landscape which is spawned in the current level that was previously added to this landscape info object
Landscape or landscape proxy found in the current level

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * GetCurrentLevelLandscapeProxy ( bool bRegistered ) const


code: bool GetDirtyOnlyInMode() const


description: Returns LandscapeStreamingProxy Cell Size in WorldPartition

code: uint32 GetGridSize ( uint32 InGridSizeInComponents ) const


code: bool GetLandscapeExtent ( FIntRect & LandscapeExtent ) const


code: FVector GetLandscapeCenterPos ( float & LengthZ, int32 MinX, int32 MinY, int32 MaxX, int32 MaxY )


code: bool GetLandscapeExtent ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy, FIntRect & ProxyExtent ) const


code: bool GetLandscapeExtent ( int32 & MinX, int32 & MinY, int32 & MaxX, int32 & MaxY ) const


description: Returns shared landscape or landscape proxy, mostly for transformations

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * GetLandscapeProxy() const


description:
Returns the landscape proxy of this landscape info in the given level (if it exists)
Landscape or landscape proxy found in the given level, or null if none

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * GetLandscapeProxyForLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level ) const


code: bool GetLandscapeXYComponentBounds ( FIntRect & OutXYComponentBounds ) const


code: [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * GetLayerInfoByName ( [FName](API\Runtime\Core\UObject\FName) LayerName, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Owner ) const


code: [FLandscapeEditorLayerSettings](API\Runtime\Landscape\FLandscapeEditorLayerSettings) & GetLayerEditorSettings ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo ) const


code: int32 GetLayerInfoIndex ( [FName](API\Runtime\Core\UObject\FName) LayerName, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Owner ) const


code: int32 GetLayerInfoIndex ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Owner ) const


code: int32 GetModifiedPackageCount() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * > GetModifiedPackages() const


description:
Retrieve the components currently loaded that overlap with a given "window" area
true if at least one overlapped component

code: bool GetOverlappedComponents ( const FTransform & InAreaWorldTransform, const FBox2D & InAreaExtents, [TMap](API\Runtime\Core\Containers\TMap)< FIntPoint, [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & OutOverlappedComponents, FIntRect & OutComponentIndicesBoundingRect )


code: [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > GetSelectedComponents() const


code: bool GetSelectedExtent ( int32 & MinX, int32 & MinY, int32 & MaxX, int32 & MaxY ) const


code: [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > GetSelectedRegionComponents() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) > > GetSplineActors() const


code: void GetUsedPaintLayers ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InLayerGuid, [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * > & OutUsedLayerInfos ) const


description: Deprecated* UseULandscapeSubsystem::GetDirtyOnlyInMode()instead

code: static bool IsDirtyOnlyInModeEnabled()


description: Called after creating object so that it can initialize its state

code: void Initialize ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, const [FGuid](API\Runtime\Core\Misc\FGuid) & InLandscapeGuid )


description: Returns true if the Proxy is currently registered with thisULandscapeInfo

code: bool IsRegistered ( const [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy ) const


code: bool IsValidPosition ( int32 X, int32 Y )


code: void MarkModifiedPackagesAsDirty()


description: SeeUObjectBaseUtility::MarkPackageDirtytrue if the object could not be marked dirty but has been added to the list of ModifiedPackages

code: bool MarkObjectDirty ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, bool bInForceResave )


description: Landscapes are a bit special in that they contain derived data within their source data, which can be updated on-the-fly depending on many external factors (e.g. a procedural edit layer can invalidate some data on load). Depending on project preference, the modifications can be either automatically taken into account (leading to landscape actors becoming dirty on load) or manually by the user (i.e. invalidated landscape actors are not made dirty on load but the user is required to save the modified actors through a Build menu action). Therefore we use these 2 functions as a replacement to Modify or MarkPackageDirty in cases where we don't know if the modification was initiated by the user : SeeUObject::Modifytrue if the object could not be marked dirty but has been added to the list of ModifiedPackages

code: bool ModifyObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, bool bAlwaysMarkDirty )


description: Moves Components to target proxy.

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * MoveComponentsToProxy ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & InComponents, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * LandscapeProxy, bool bSetPositionAndOffset, [ULevel](API\Runtime\Engine\Engine\ULevel) * TargetLevel )


description: Moves Splines connected to this control point to target Proxy. CreatesULandscapeSplinesComponentif needed.

code: void MoveSpline ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * InControlPoint, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) > InNewOwner )


description: Moves all Splines to target Spline owner

code: void MoveSplines ( [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * InSplineComponent, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) > InNewOwner )


code: bool HasUnloadedComponentsInRegion ( int32 X1, int32 Y1, int32 X2, int32 Y2 ) const


description: Moves all Splines to target Proxy. Creates ULandscapeSplineComponent if needed

code: void MoveSplinesToProxy ( [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * InSplineComponent, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InLandscapeProxy )


description: Moves all Splines to target level. CreatesULandscapeSplinesComponentif needed.

code: void MoveSplinesToLevel ( [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * InSplineComponent, [ULevel](API\Runtime\Engine\Engine\ULevel) * TargetLevel )


description: Moves Splines connected to this control point to target level. CreatesULandscapeSplinesComponentif needed.

code: void MoveSplineToLevel ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * InControlPoint, [ULevel](API\Runtime\Engine\Engine\ULevel) * TargetLevel )


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


description: Moves Components to target level. CreatesALandscapeProxyif needed.

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * MoveComponentsToLevel ( const [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & InComponents, [ULevel](API\Runtime\Engine\Engine\ULevel) * TargetLevel, [FName](API\Runtime\Core\UObject\FName) NewProxyName )


code: void MoveSplineToProxy ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * InControlPoint, [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * InLandscapeProxy )


code: void RecreateCollisionComponents()


description: Deprecated* Texture Baking is officially deprecated now and nothing updates it anymore

code: void PostponeTextureBaking()


description: Recreate all LandscapeInfo objects in given world

code: static void RecreateLandscapeInfo ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, bool bMapCheck )


description: Associates passed actor with this info object

code: void RegisterActor ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy, bool bMapCheck, bool bUpdateAllAddCollisions )


description: Associates passed landscape component with this info object

code: void RegisterActorComponent ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component, bool bMapCheck )


description: Server doesn't haveULandscapeComponentuse CollisionComponents instead to get height on landscape

code: void RegisterCollisionComponent ( [ULandscapeHeightfieldCollisionComponent](API\Runtime\Landscape\ULandscapeHeightfieldCollisionCo-) * Component )


code: void RegisterSplineActor ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) > SplineActor )


code: void ReplaceLayer ( [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * FromLayerInfo, [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * ToLayerInfo )


code: void RequestSplineLayerUpdate()


description: Resets all actors, proxies, components registrations

code: void Reset()


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: static void SetForceNonSpatiallyLoadedByDefault ( bool bInForceNonSpatiallyLoadedByDefault )


code: bool SupportsLandscapeEditing() const


description: Deassociates passed actor with this info object

code: void UnregisterActor ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy )


description: Deassociates passed landscape component with this info object

code: void UnregisterActorComponent ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component )


code: void UnregisterCollisionComponent ( [ULandscapeHeightfieldCollisionComponent](API\Runtime\Landscape\ULandscapeHeightfieldCollisionCo-) * Component )


code: void UnregisterSplineActor ( [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) > SplineActor )


code: void UpdateAddCollision ( FIntPoint LandscapeKey )


description: Will call UpdateAllComponentMaterialInstances on all LandscapeProxies

code: void UpdateAllComponentMaterialInstances ( bool bInInvalidateCombinationMaterials )


description: Only for use by the "add component" tool. Todo - move into the tool?

code: void UpdateAllAddCollisions()


description: Update per-component layer allow list to include the currently painted layers.

code: void UpdateComponentLayerAllowList()


code: void UpdateDebugColorMaterial()


code: bool UpdateLayerInfoMap ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy, bool bInvalidate )


code: void UpdateNanite ( const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * InTargetPlatform )


description: Updates the spline registrations (with ALL landscape infos) when a spline has changed the landscape it is targeting

code: static void UpdateRegistrationForSplineActor ( [UWorld](API\Runtime\Engine\Engine\UWorld) * InWorld, [TScriptInterface](API\Runtime\CoreUObject\UObject\TScriptInterface)< [ILandscapeSplineInterface](API\Runtime\Landscape\ILandscapeSplineInterface) > InSplineActor )


code: void UpdateSelectedComponents ( [TSet](API\Runtime\Core\Containers\TSet)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & NewComponents, bool bIsComponentwise )


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


className: ULandscapeInfo

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

DrawScale

type: FVector

LandscapeActor

type: TWeakObjectPtr<...

Layers

type: TArray<FLandsc...

SelectedRegion

type: TMap< FIntPoint...

StreamingProxies

type: TArray<TWeakOb...

XYtoAddCollisionMap

description: Lookup map used by the "add component" tool.

XYtoCollisionComponentMap

description: Map of the offsets (in component space) to the collision components. Should always be valid.

XYtoComponentMap

description: Map of the offsets (in component space) to the component. Valid in editor only.


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()


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


code: static [ULandscapeInfoMap](API\Runtime\Landscape\ULandscapeInfoMap) * FindLandscapeInfoMap ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


description:
Gets landscape-specific data for given world.
Landscape-specific data associated with given world.

code: static [ULandscapeInfoMap](API\Runtime\Landscape\ULandscapeInfoMap) & GetLandscapeInfoMap ( const [UWorld](API\Runtime\Engine\Engine\UWorld) * World )


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


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


className: ULandscapeInfoMap

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

Map

type: TMap<FGuid,TO...


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

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


className: ULandscapeLayerInfoObject

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

bNoWeightBlend

type: uint32: 1

IsReferencedFromLoadedData

type: bool

LayerName

type: FName

LayerUsageDebugColor

type: FLinearColor

description: The color to use for layer usage debug

MinimumCollisionRelevanceWeight

description: The minimum weight that needs to be painted for that layer to be picked up as the dominant physical layer

PhysMaterial

type: TObjectPtr<UPh...

SplineFalloffModulationColorMask

type: ESplineModulati...

SplineFalloffModulationTexture

type: TObjectPtr<UTe...

description: Texture to modulate the Splines Falloff Layer Alpha


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


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

code: virtual void PostEditUndo()


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


code: class ULandscapeLODStreamingProxy_DEPRECATED : public [UStreamableRenderAsset](API\Runtime\Engine\Engine\UStreamableRenderAsset)


code: virtual [FMaterialResource](API\Runtime\Engine\FMaterialResource) * AllocatePermutationResource()


code: [FLandscapeMaterialTextureStreamingInfo](API\Runtime\Landscape\FLandscapeMaterialTextureStreami-) & AcquireTextureStreamingInfo ( const [FName](API\Runtime\Core\UObject\FName) & TextureName )


code: float GetLandscapeTexelFactor ( const [FName](API\Runtime\Core\UObject\FName) & TextureName ) const


code: virtual bool HasOverridenBaseProperties() const


code: void UpdateCachedTextureStreaming()


code: virtual bool WritesToRuntimeVirtualTexture() const


description: ULandscapeMaterialInstanceConstant

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


className: ULandscapeMaterialInstanceConstant

code: class ULandscapeMaterialInstanceConstant : public [UMaterialInstanceConstant](API\Runtime\Engine\Materials\UMaterialInstanceConstant)


description: Called by owner actor on position shifting Component should update all relevant data structures to reflect new actor location

code: virtual void ApplyWorldOffset ( const FVector & InOffset, bool bWorldShift )


description: Computes a hash of all the data that will impact final collision

code: virtual uint32 ComputeCollisionHash() const


description: Cooks raw height data into collision object binary stream

code: virtual bool CookCollisionData ( const [FName](API\Runtime\Core\UObject\FName) & Format, bool bUseDefaultMaterialOnly, bool bCheckDDC, [TArray](API\Runtime\Core\Containers\TArray)< uint8 > & OutCookedData, [TArray](API\Runtime\Core\Containers\TArray)< [UPhysicalMaterial](API\Runtime\PhysicsCore\PhysicalMaterials\UPhysicalMaterial) * > & InOutMaterials ) const


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


code: virtual void BeginDestroy()


description: Unregister the component, remove it from its outer Actor's Components array and mark for pending kill.

code: virtual void DestroyComponent ( bool bPromoteChildren )


description: Creates collision object from a cooked collision data

code: virtual void CreateCollisionObject()


description:
Collects custom navigable geometry of component.
true if regular navigable geometry exporting should be run as well

code: virtual bool DoCustomNavigableGeometryExport ( [FNavigableGeometryExport](API\Runtime\Engine\AI\FNavigableGeometryExport) & GeomExport ) const


code: void GetResourceSizeEx &40; FResourceSizeEx & CumulativeResourceSize &41;


code: FTriMeshGeometryRef &40; FGuid & InGuid &41;


description: ImportCustomProperties()

code: virtual void ExportCustomProperties ( [FOutputDevice](API\Runtime\Core\Misc\FOutputDevice) & Out, uint32 Indent )


className: FTriMeshGeometryRef

code: struct FTriMeshGeometryRef : public [FRefCountedObject](API\Runtime\Core\Templates\FRefCountedObject)

EditorTrimesh

type: TUniquePtr<Cha...


description: Get the size of the object/resource for use in memory tools or to display to artists/LDs in the Editor This is the extended version which separates up the used memory into different memory regions (the actual definition of which may be platform specific).

code: virtual void GetResourceSizeEx ( [FResourceSizeEx](API\Runtime\Core\ProfilingDebugging\FResourceSizeEx) & CumulativeResourceSize )


description: ExportCustomProperties()

code: virtual void ImportCustomProperties ( const TCHAR * SourceText, [FFeedbackContext](API\Runtime\Core\Misc\FFeedbackContext) * Warn )


description: Recreate heightfield and restart physics

code: virtual bool RecreateCollision()


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 )


description: Used to create any physics engine information for this component

code: virtual void OnCreatePhysicsState()


description: If this instance knows how to export sub-sections of self

code: virtual bool SupportsGatheringGeometrySlices() const


code: ULandscapeMeshCollisionComponent()


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


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


className: ULandscapeMeshCollisionComponent

code: class ULandscapeMeshCollisionComponent : public [ULandscapeHeightfieldCollisionComponent](API\Runtime\Landscape\ULandscapeHeightfieldCollisionCo-)

CollisionXYOffsetData

type: FWordBulkData

description: The collision mesh values.

MeshGuid

type: FGuid

description: Guid used to share PhysX heightfield objects in the editor

MeshRef

description: Physics engine version of heightfield data.


className: ULandscapeMeshProxyComponent

code: class ULandscapeMeshProxyComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)


code: void InitializeForLandscape ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Landscape, int8 InProxyLOD )


description: Get the landscape actor associated with this component.

code: [ALandscape](API\Runtime\Landscape\ALandscape) * GetLandscapeActor() const


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


description: Gets the landscape proxy actor which owns this component

code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * GetLandscapeProxy() const


description:
Generates the Nanite static mesh, stores the content Id.
true if the Nanite mesh creation was successful

code: bool InitializeForLandscape ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Landscape, const [FGuid](API\Runtime\Core\Misc\FGuid) & NewProxyContentId, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & InComponentsToExport, int32 InNaniteComponentIndex )


description:
Ensures the cooked cached platform data of the Nanite static mesh is finished. It is necessary to ensure that StreamablePages are loaded from DDC
true if the Nanite mesh creation was successful

code: bool InitializePlatformForLandscape ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Landscape, const [ITargetPlatform](API\Developer\TargetPlatform\Interfaces\ITargetPlatform) * TargetPlatform )


code: FGraphEventRef InitializeForLandscapeAsync ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Landscape, const [FGuid](API\Runtime\Core\Misc\FGuid) & NewProxyContentId, bool bInIsAsync, const [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * > & InComponentsToExport, int32 InNaniteComponentIndex )


description: Override to specify that a component is relevant to the HLOD generation.

code: virtual bool IsHLODRelevant() 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 SetEnabled ( bool bValue )


code: void SetProxyContentId ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InProxyContentId )


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


className: ULandscapeNaniteComponent

code: class ULandscapeNaniteComponent : public [UStaticMeshComponent](API\Runtime\Engine\Components\UStaticMeshComponent)


description: Returns true if blueprint landscape tools usage is allowed

code: bool AreBlueprintToolsAllowed() const


code: void UpdatedSharedPropertiesFromActor()


description: Returns the default landscape material that should be used when creating a new landscape.


description: Returns the default landscape layer info object that will be assigned to unset layers when creating a new landscape.


className: ULandscapeSettings

code: class ULandscapeSettings : public [UDeveloperSettings](API\Runtime\DeveloperSettings\Engine\UDeveloperSettings)

DefaultLandscapeMaterial

type: TSoftObjectPtr<...

LandscapeDirtyingMode

type: ELandscapeDirty...

PaintStrengthGamma

type: float


code: int32 GetSideResolutionLimit() const


description: Returns the current landscape resolution limit.

code: int32 GetTotalResolutionLimit() const


code: void SetRestrictiveMode ( bool bEnabled )


description: Returns true if landscape resolution should be constrained.


description: Calculates rotation from connected segments

code: virtual void AutoCalcRotation()


code: virtual void AutoSetConnections ( bool bIncludingValid )


code: virtual void AutoFlipTangents()


description: Delete spline points

code: virtual void DeleteSplinePoints()


description: Get the name of the best connection point (socket) to use for a particular destination.

code: virtual [FName](API\Runtime\Core\UObject\FName) GetBestConnectionTo ( FVector Destination ) const


description: Get the location and rotation of a connection point (socket) in spline space.

code: virtual void GetConnectionLocalLocationAndRotation ( [FName](API\Runtime\Core\UObject\FName) SocketName, FVector & OutLocation, FRotator & OutRotation ) const


code: virtual void GetConnectionLocationAndRotation ( [FName](API\Runtime\Core\UObject\FName) SocketName, FVector & OutLocation, FRotator & OutRotation ) const


code: [TMap](API\Runtime\Core\Containers\TMap)< [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) *, [UControlPointMeshComponent](API\Runtime\Landscape\UControlPointMeshComponent) * > GetForeignMeshComponents()


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


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeSplineInterpPoint](API\Runtime\Landscape\FLandscapeSplineInterpPoint) > & GetPoints() const


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

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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


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

code: virtual void PostEditUndo()


code: virtual void SetSplineSelected ( bool bInSelected )


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 void PostLoad()


code: bool SupportsForeignSplineMesh() const


description: Update spline points

code: virtual void UpdateSplinePoints ( bool bUpdateCollision, bool bUpdateAttachedSegments, bool bUpdateMeshLevel )


className: ULandscapeSplineControlPoint

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

bCastShadow

description: Whether the Control Point Mesh should cast a shadow.

bHiddenInGame

type: uint8:  1

description: Whether to hide the mesh in game

bLowerTerrain

description: If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.

bNavDirty

type: uint32:  1

BodyInstance

type: FBodyInstance

description: Mesh Collision Settings

Bounds

type: FBox

description: Bounds of points

bPlaceSplineMeshesInStreamingLevels

description: Whether control point mesh should be placed in landscape proxy streaming level (true) or the spline's level (false)

bRaiseTerrain

description: If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.

bRenderCustomDepth

description: If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

ConnectedSegments

type: TArray<FLandsc...

description: Procedural data:

CustomDepthStencilValue

description: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

CustomDepthStencilWriteMask

type: ERendererStenci...

description: Mask used for stencil buffer writes.

EndFalloff

description: Falloff at the start/end of the spline (if this point is a start or end point, otherwise ignored).

ForeignWorld

description: World reference for if mesh component is stored in another streaming level

LayerName

description: Name of blend layer to paint when applying spline to landscape If "none", no layer is painted

LayerWidthRatio

description: Layer Width ratio of the spline at this point.

LDMaxDrawDistance

description: Max draw distance for the mesh used on this control point

LocalMeshComponent

type: TObjectPtr<UCo...

description: Control point mesh

Location

type: FVector

description: Directly editable data:

MaterialOverrides

type: TArray<TObject...

description: Overrides mesh's materials

Mesh

type: TObjectPtr<USt...

description: Mesh to use on the control point

MeshScale

description: Scale of the control point mesh

ModificationKey

description: Key for tracking whether this segment has been modified relative to the mesh component stored in another streaming level

Points

description: Spline points

Rotation

type: FRotator

description: Rotation of tangent vector at this point (in landscape-space)

RuntimeVirtualTextures

description: Array of runtime virtual textures into which we draw the spline segment.

SegmentMeshOffset

description: Vertical offset of the spline segment mesh. Useful for a river's surface, among other things.

SideFalloff

description: Falloff at the sides of the spline at this point.

TranslucencySortPriority

description: Translucent objects with a lower sort priority draw behind objects with a higher priority.

VirtualTextureCullMips

description: Number of lower mips in the runtime virtual texture to skip for rendering this primitive.

VirtualTextureLodBias

description: Lod bias for rendering to runtime virtual texture.

VirtualTextureMainPassMaxDrawDistance

description: Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass.

VirtualTextureRenderPassType

type: ERuntimeVirtual...

description: Controls if this component draws in the main pass as well as in the virtual texture.

Width

description: Half-Width of the spline at this point.


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


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


code: virtual void AddForeignMeshComponent ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * Owner, [UControlPointMeshComponent](API\Runtime\Landscape\UControlPointMeshComponent) * Component )


code: virtual void AddForeignMeshComponent ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * Owner, [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * Component )


className: ULandscapeSplineInterface

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


code: void AutoFixMeshComponentErrors ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OtherWorld )


description: Derived class implementations should call up to their parents.

code: virtual void CheckForErrors()


description: Calculate the bounds of the component. Default behavior is a bounding box/sphere of zero size.

code: virtual FBoxSphereBounds CalcBounds ( const FTransform & LocalToWorld ) const


description: Converts points along the landscape spline into points on a spline component Works best with landscape splines that contain no intersections or splits

code: void CopyToSplineComponent ( [USplineComponent](API\Runtime\Engine\Components\USplineComponent) * SplineComponent )


description:
Creates a proxy to represent the primitive to the scene manager in the rendering thread.
The proxy object.

code: virtual [FPrimitiveSceneProxy](API\Runtime\Engine\FPrimitiveSceneProxy) * CreateSceneProxy()


code: virtual void DestroyOrphanedForeignSplineMeshComponents ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwnerWorld )


code: virtual void DestroyOrphanedForeignControlPointMeshComponents ( [UWorld](API\Runtime\Engine\Engine\UWorld) * OwnerWorld )


description: Iterates throug a copy of the ControlPoints list.

code: void ForEachControlPoint ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) *)> Func )


code: void ForEachUnreferencedForeignMeshComponent ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< bool([ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) *, [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) *, [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) *, [UControlPointMeshComponent](API\Runtime\Landscape\UControlPointMeshComponent) *)> Func )


description: Gathers and returns all currently existing


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) > > & GetControlPoints() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) > > & GetControlPoints()


code: virtual [UControlPointMeshComponent](API\Runtime\Landscape\UControlPointMeshComponent) * GetForeignMeshComponent ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * Owner )


code: virtual [TArray](API\Runtime\Core\Containers\TArray)< [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * > GetForeignMeshComponents ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * Owner )


code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * GetOwnerForMeshComponent ( const [UMeshComponent](API\Runtime\Engine\Components\UMeshComponent) * SplineMeshComponent )


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) > > & GetSegments() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [TObjectPtr](API\Runtime\Core\Delegates\TObjectPtr)< [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) > > & GetSegments()


description: Get a list of spline mesh components representing this landscape spline (Editor only)

code: [TArray](API\Runtime\Core\Containers\TArray)< [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * > GetSplineMeshComponents()


description: Returns a suitableULandscapeSplinesComponentto place streaming meshes into, given a location falls back to "this" if it can't find another suitable, so never returns nullptr

code: [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * GetStreamingSplinesComponentByLocation ( const FVector & LocalLocation, bool bCreate )


description: Returns the matchingULandscapeSplinesComponentfor a given level,can return null

code: [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) * GetStreamingSplinesComponentForLevel ( [ULevel](API\Runtime\Engine\Engine\ULevel) * Level, bool bCreate )


code: bool IsUsingEditorMesh ( const [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * SplineMeshComponent ) const


code: bool ModifySplines ( bool bAlwaysMarkDirty )


code: bool IsUsingLayerInfo ( const [ULandscapeLayerInfoObject](API\Runtime\Landscape\ULandscapeLayerInfoObject) * LayerInfo ) const


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

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


description: Called when a component is registered, after Scene is set, but before CreateRenderState_Concurrent or OnCreatePhysicsState are called.

code: virtual void OnRegister()


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

code: virtual void PostEditUndo()


description: Rebuilds all spline points and meshes for all spline control points and segments in this splines component

code: virtual void RebuildAllSplines ( bool bBuildCollision )


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: virtual void RemoveAllForeignMeshComponents ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * Owner )


code: virtual void RemoveForeignMeshComponent ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * Owner, [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * Component )


code: virtual void RemoveForeignMeshComponent ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * Owner, [UControlPointMeshComponent](API\Runtime\Landscape\UControlPointMeshComponent) * Component )


code: void RequestSplineLayerUpdate()


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 )


description: Deprecated* This function was needed for forcing the SplineEditorMesh to be loaded when a commandlet is running, but commandlets are not prevented from loading it anymore so it has become useless

code: void SetDefaultEditorSplineMesh()


code: virtual void ShowSplineEditorMesh ( bool bShow )


code: virtual void UpdateModificationKey ( [ULandscapeSplineSegment](API\Runtime\Landscape\ULandscapeSplineSegment) * Owner )


code: virtual void UpdateModificationKey ( [ULandscapeSplineControlPoint](API\Runtime\Landscape\ULandscapeSplineControlPoint) * Owner )


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


className: ULandscapeSplinesComponent

description: ULandscapeSplinesComponent.

code: class ULandscapeSplinesComponent : public [UPrimitiveComponent](API\Runtime\Engine\Components\UPrimitiveComponent)

bShowSplineEditorMesh

type: uint32: 1

description: Whether we are in-editor and showing spline editor meshes

ControlPointSprite

type: TObjectPtr<UTe...

description: Sprite used to draw control points

CookedForeignMeshComponents

description: References to components owned by landscape splines in other levels for cooked build (uncooked keeps references via ForeignWorldSplineDataMap)

ForeignWorldSplineDataMap

type: TMap<TSoftObje...

description: Serialized.

MeshComponentForeignOwnersMap

type: TMap<UMeshComp...

MeshComponentLocalOwnersMap

description: Transient - rebuilt on load.

SplineColor

type: FColor

description: Color to use to draw the splines

SplineEditorMesh

description: Mesh used to draw splines that have no mesh

SplineResolution

description: Resolution of the spline, in distance per point


code: virtual void AutoFlipTangents()


code: virtual void DeleteSplinePoints()


code: virtual void FindNearest ( const FVector & InLocation, float & t, FVector & OutLocation, FVector & OutTangent )


code: [TMap](API\Runtime\Core\Containers\TMap)< [ULandscapeSplinesComponent](API\Runtime\Landscape\ULandscapeSplinesComponent) *, [TArray](API\Runtime\Core\Containers\TArray)< [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * > > GetForeignMeshComponents()


code: const [TArray](API\Runtime\Core\Containers\TArray)< [TSoftObjectPtr](API\Runtime\CoreUObject\UObject\TSoftObjectPtr)< [UWorld](API\Runtime\Engine\Engine\UWorld) > > & GetForeignWorlds() const


code: [TArray](API\Runtime\Core\Containers\TArray)< [USplineMeshComponent](API\Runtime\Engine\Components\USplineMeshComponent) * > GetLocalMeshComponents() const


code: const [TArray](API\Runtime\Core\Containers\TArray)< [FLandscapeSplineInterpPoint](API\Runtime\Landscape\FLandscapeSplineInterpPoint) > & GetPoints() const


description: Called after duplication & serialization and before PostLoad. Used to e.g. make sureUStaticMesh'sUModelgets copied as well. Note: NOT called on components on actor duplication (alt-drag or copy-paste). Use PostEditImport as well to cover that case.

code: virtual void PostDuplicate ( bool bDuplicateForPIE )


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


description: Called after importing property values for this object (paste, duplicate or .t3d import) Allow the object to perform any cleanup for properties which shouldn't be duplicated or are unsupported by the script serialization

code: virtual void PostEditImport()


code: virtual void PostEditUndo()


code: virtual void PostLoad()


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


code: virtual void SetSplineSelected ( bool bInSelected )


code: bool SupportsForeignSplineMesh() const


code: virtual void UpdateSplinePoints ( bool bUpdateCollision, bool bUpdateMeshLevel )


description: Called after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


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


className: ULandscapeSplineSegment

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

bCastShadow

description: Whether the Spline Meshes should cast a shadow.

bHiddenInGame

description: Whether to hide the mesh in game

bLowerTerrain

description: If the spline is below the terrain, whether to lower the terrain down to the level of the spline when applying it to the landscape.

BodyInstance

description: Mesh Collision Settings

Bounds

description: Bounds of points

bPlaceSplineMeshesInStreamingLevels

description: Whether spline meshes should be placed in landscape proxy streaming levels (true) or the spline's level (false)

bRaiseTerrain

description: If the spline is above the terrain, whether to raise the terrain up to the level of the spline when applying it to the landscape.

bRenderCustomDepth

type: uint8:  1

description: If true, this component will be rendered in the CustomDepth pass (usually used for outlines)

Connections

type: FLandscapeSplin...

description: Directly editable data:

CustomDepthStencilValue

description: Optionally write this 0-255 value to the stencil buffer in CustomDepth pass (Requires project setting or r.CustomDepth == 3)

CustomDepthStencilWriteMask

description: Mask used for stencil buffer writes.

ForeignWorlds

type: TArray<TSoftOb...

description: World references for mesh components stored in other streaming levels

LayerName

type: FName

description: Name of blend layer to paint when applying spline to landscape If "none", no layer is painted

LDMaxDrawDistance

type: float

description: Max draw distance for all the mesh pieces used in this spline

LocalMeshComponents

description: Spline meshes

ModificationKey

type: FGuid

description: Key for tracking whether this segment has been modified relative to the mesh components stored in other streaming levels

Points

description: Spline points

RandomSeed

description: Random seed used for choosing which order to use spline meshes. Ignored if only one mesh is set.

RuntimeVirtualTextures

description: Array of runtime virtual textures into which we draw the spline segment.

SplineInfo

type: FInterpCurveVec...

description: Procedural data:

SplineMeshes

description: Spline meshes from this list are used in random order along the spline.

TranslucencySortPriority

description: Translucent objects with a lower sort priority draw behind objects with a higher priority.

VirtualTextureCullMips

description: Number of lower mips in the runtime virtual texture to skip for rendering this primitive.

VirtualTextureLodBias

description: Lod bias for rendering to runtime virtual texture.

VirtualTextureMainPassMaxDrawDistance

description: Desired cull distance in the main pass if we are rendering to both the virtual texture AND the main pass.

VirtualTextureRenderPassType

description: Controls if this component draws in the main pass as well as in the virtual texture.


code: bool AnyViewShowCollisions() const


code: void AddAsyncEvent ( FGraphEventRef GraphEventRef )


code: bool AreNaniteBuildsInProgress() const


description: Deprecated* BuildGIBakedTextures is officially deprecated nowe

code: void BuildGIBakedTextures()


description: Updates the Nanite mesh on all landscape actors whose mesh is not up to date.

code: void BuildNanite ( [TArrayView](API\Runtime\Core\Containers\TArrayView)< [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * > InProxiesToBuild, bool bForceRebuild )


code: void ChangeGridSize ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * LandscapeInfo, uint32 NewGridSizeInComponents )


code: void DisplayMessages ( class [FCanvas](API\Runtime\Engine\FCanvas) * Canvas, float & XPos, float & YPos )


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


code: [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * FindOrAddLandscapeProxy ( [ULandscapeInfo](API\Runtime\Landscape\ULandscapeInfo) * LandscapeInfo, const FIntPoint & SectionBase )


description: Returns true if any view has view collisions enabled.


code: bool GetDirtyOnlyInMode() const


description: Deprecated* GetOudatedPhysicalMaterialComponentsCount is now deprecated, use GetOutdatedProxies


description: Deprecated* GetOutdatedGIBakedTextureComponentsCount is officially deprecated now


description: Deprecated* GetOutdatedGrassMapCount is now deprecated, use GetOutdatedProxies

code: int32 GetOutdatedGrassMapCount()


code: [TArray](API\Runtime\Core\Containers\TArray)< [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * > GetOutdatedProxies ( [UE::Landscape::EOutdatedDataFlags](API\Runtime\Landscape\UE__Landscape__EOutdatedDataFlag-) InMatchingOutdatedDataFlags, bool bInMustMatchAllFlags ) const


description: Return the stat id to use for this tickable

code: virtual [TStatId](API\Runtime\Core\Stats\TStatId) GetStatId() const


description:
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object will ever be able to tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame
true if object will ever want to be ticked, false otherwise.

code: virtual ETickableTickType GetTickableTickType() const


code: bool HasModifiedLandscapes() const


description: Deprecated* Use GetDirtyOnlyInMode instead

code: static bool IsDirtyOnlyInModeEnabled()


code: bool IsGrassCreationPrioritized() const


description: Returns true if the user has requested Nanite Meshes to be generated on landscape edit. If we return false then the nanite build will happen either on map save or explicit build.

code: bool IsLiveNaniteRebuildEnabled()


description: Returns true if we should build nanite meshes in parallel asynchronously.


description:
Used to determine whether the object should be ticked in the editor. Defaults to false since that is the previous behavior.
true if this tickable object can be ticked in the editor

code: virtual bool IsTickableInEditor() const


code: void MarkModifiedLandscapesAsDirty()


code: void PrioritizeGrassCreation ( bool bPrioritizeGrassCreation )


description: Can be called at runtime : (optionally) flushes grass on all landscape components and updates them

code: void RegenerateGrass ( bool bInFlushGrass, bool bInForceSync, [TOptional](API\Runtime\Core\IO\TOptional)< [TArrayView](API\Runtime\Core\Containers\TArrayView)< FVector >> InOptionalCameraLocations )


code: void RegisterActor ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy )


description: Pure virtual that must be overloaded by the inheriting class. It will be called from within LevelTick.cpp after ticking all actors or from the rendering thread (depending on bIsRenderingThreadObject)

code: virtual void Tick ( float DeltaTime )


code: void UnregisterActor ( [ALandscapeProxy](API\Runtime\Landscape\ALandscapeProxy) * Proxy )


className: ULandscapeSubsystem

code: class ULandscapeSubsystem : public [UTickableWorldSubsystem](API\Runtime\Engine\Subsystems\UTickableWorldSubsystem)


description: Create aFTextureMipDataProviderto handle a single StreamIn mip operation. The object lifetime will be managed byFRenderAssetUpdate.

code: virtual [FTextureMipDataProvider](API\Runtime\Engine\Streaming\FTextureMipDataProvider) * AllocateMipDataProvider ( [UTexture](API\Runtime\Engine\Engine\UTexture) * Asset )


code: static [ULandscapeTextureStorageProviderFactory](API\Runtime\Landscape\ULandscapeTextureStorageProvider-) * ApplyTo ( [UTexture2D](API\Runtime\Engine\Engine\UTexture2D) * TargetTexture, const FVector & InLandsapeGridScale )


description: Compress the mip data.

code: static void CompressMipToBulkData ( int32 MipIndex, int32 MipSizeX, int32 MipSizeY, uint8 * SourceData, int32 SourceDataBytes, FByteBulkData & DestBulkData )


code: static void CopyMipToBulkData ( int32 MipIndex, int32 MipSizeX, int32 MipSizeY, uint8 * SourceData, int32 SourceDataBytes, FByteBulkData & DestBulkData )


description: Decompress the mip data. Currently operates in-place (though this could be changed in the future)

code: void DecompressMip ( uint8 * SourceData, int64 SourceDataBytes, uint8 * DestData, int64 DestDataBytes, int32 MipIndex )


code: bool DoesMipDataExist ( int32 MipIndex )


description: Load mip data (used to access preloaded inline mips for creating the initial version of the texture)

code: virtual bool GetInitialMipData ( int32 FirstMipToLoad, [TArrayView](API\Runtime\Core\Containers\TArrayView)< void * > OutMipData, [TArrayView](API\Runtime\Core\Containers\TArrayView)< int64 > OutMipSize, FStringView DebugContext )


code: const [FLandscapeTexture2DMipMap](API\Runtime\Landscape\FLandscapeTexture2DMipMap) * GetMip ( int32 MipIndex )


description: Return the initial streaming state of the texture

code: virtual [FStreamableRenderResourceState](API\Runtime\Engine\Streaming\FStreamableRenderResourceState) GetResourcePostInitState ( const [UTexture](API\Runtime\Engine\Engine\UTexture) * Owner, bool bAllowStreaming )


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 )


description: Returns true if TextureMipDataProviders allocated by this factory can provide MipData by themselves, even without loading from disk at all, so streaming can be enabled for their textures.

code: virtual bool WillProvideMipDataWithoutDisk() const


className: ULandscapeTextureStorageProviderFactory

code: class ULandscapeTextureStorageProviderFactory : public [UTextureAllMipDataProviderFactory](API\Runtime\Engine\Engine\UTextureAllMipDataProviderFactor-)

LandscapeGridScale

type: FVector

Mips

type: TArray<FLandsc...


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


code: void ClearUsage ( [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) * Component )


code: [TArray](API\Runtime\Core\Containers\TArray)< [ULandscapeComponent](API\Runtime\Landscape\ULandscapeComponent) *, TInlineAllocator< 4 > > GetUniqueValidComponents() const


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


className: NumChannels

code: enum { NumChannels = 4 }


className: ULandscapeWeightmapUsage

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

ChannelUsage

type: TObjectPtr<ULa...


description: This function called outside guarded exit code, during all exits (including error exits).

module: Launch

code: static void AppExit()


description: Initializes the application.

code: static bool AppInit()


description: This function is called from within guarded exit code, only during non-error exits.

code: static void AppPreExit()


description: Clean up PreInit context.

code: void CleanupPreInitContext()


description: Load core modules.

code: bool LoadCoreModules()


description: Load all modules needed before Init.

code: void LoadPreInitModules()


description: RHI post-init initialization

code: static void PostInitRHI()


description:
Pre-Initialize the main loop - parse command line, sets up GIsEditor, etc.
The error level; 0 if successful, > 0 if there were errors.

code: int32 PreInit ( const TCHAR * CmdLine )


code: int32 PreInit ( int32 ArgC, TCHAR * ArgV, const TCHAR * AdditionalCommandline )


description: Pre-init HMD device (if necessary).

code: static void PreInitHMDDevice()


description: Second part of PreInit.

code: int32 PreInitPostStartupScreen ( const TCHAR * CmdLine )


description: First part of PreInit.

code: int32 PreInitPreStartupScreen ( const TCHAR * CmdLine )


description: Default constructor.

code: FEngineLoop()


className: FEngineLoop

description: Implements the main engine loop.

code: class FEngineLoop

FrameTimes

type: TArray< float >

description: Holds a dynamically expanding array of frame times in milliseconds (ifFApp::IsBenchmarking()is set).

LastFrameCycles

description: Holds the number of cycles in the last frame.

MaxFrameCounter

description: Holds the maximum number of frames to render in benchmarking mode.

MaxTickTime

type: double

description: Holds the maximum number of seconds engine should be ticked.

TotalTickTime

description: Holds the total time spent ticking engine.


className: FPreInitContext

code: struct FPreInitContext

bDisableDisregardForGC

type: bool

CommandletCommandLine

type: FString

SlowTaskPtr

type: FScopedSlowTask...


description: Return url encoded full path of currently running executable.

module: LauncherPlatform


className: FLauncherMisc

code: class FLauncherMisc


code: static [ILauncherPlatform](API\Runtime\LauncherPlatform\ILauncherPlatform) * Get()


description: Called before the module is unloaded, right before the module object is destroyed. During normal shutdown, this is called in reverse order that modules finishStartupModule(). This means that, as long as a module references dependent modules in it'sStartupModule(), it can safely reference those dependencies inShutdownModule()as well.

code: virtual void ShutdownModule()


description: FModuleManager::Get().LoadModuleChecked(TEXT("HTTP"));

code: virtual void StartupModule()


className: FLauncherPlatformModule

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


code: FOpenLauncherOptions ( [FString](API\Runtime\Core\Containers\FString) InLauncherRelativeUrl )


code: FOpenLauncherOptions ( bool DoInstall, [FString](API\Runtime\Core\Containers\FString) InLauncherRelativeUrl )


className: FOpenLauncherOptions

code: class FOpenLauncherOptions


description: Virtual destructor

code: virtual ~ILauncherPlatform()


description:
Determines whether the launcher can be opened.
true if the launcher can be opened (or installed).

code: bool CanOpenLauncher ( bool Install )


description:
Opens the marketplace user interface.
true if the marketplace was opened, false if it is not installed or could not be installed/opened.

code: bool OpenLauncher ( const [FOpenLauncherOptions](API\Runtime\LauncherPlatform\FOpenLauncherOptions) & Options )


className: ILauncherPlatform

code: class ILauncherPlatform


description: Binds an actor to all the bindings tagged with the specified name in this sequence. Does not remove any exising bindings that have been set up through this API. Object Bindings can be tagged within the sequence UI by RMB -> Tags... on the object binding in the tree.

module: LevelSequence

code: void AddBindingByTag ( [FName](API\Runtime\Core\UObject\FName) BindingTag, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bAllowBindingsFromAsset )


description: Adds the specified actor to the overridden bindings for the specified binding ID, optionally still allowing the bindings defined in the Level Sequence asset

code: void AddBinding ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) Binding, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, bool bAllowBindingsFromAsset )


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

code: virtual void BeginPlay()


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )


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

code: virtual bool CanChangeIsSpatiallyLoadedFlag() 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 )


description: Retrieve the first object binding that has been tagged with the specified name

code: [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) FindNamedBinding ( [FName](API\Runtime\Core\UObject\FName) Tag ) const


description:
Retrieve all the bindings that have been tagged with the specified name
An array containing all the bindings that are tagged with this name, potentially empty.

code: const [TArray](API\Runtime\Core\Containers\TArray)< [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) > & FindNamedBindings ( [FName](API\Runtime\Core\UObject\FName) Tag ) const


className: FOnLevelSequenceLoaded

code: class FOnLevelSequenceLoaded


description: Whether this playback client wants a specific aspect ratio axis constraint during playback.

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


description: Retrieve the optional instance data that should be used for this evaluation

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


description: Return a proxy struct used for editing the bound object

code: virtual [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) > GetObjectPickerProxy ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > ObjectPropertyHandle )


description: Whether this playback client wants replicated playback.

code: virtual bool GetIsReplicatedPlayback() const


description:
Used by the "Sync to Content Browser" right-click menu option in the editor.
Whether the object references content (all overrides of this function should return true)

code: virtual bool GetReferencedContentObjects ( [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & Objects ) const


description: SetSequence

code: [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * GetSequence() const


description: Access this actor's sequence player, or None if it is not yet initialized

code: [ULevelSequencePlayer](API\Runtime\LevelSequence\ULevelSequencePlayer) * GetSequencePlayer() const


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


description: Hide burnin

code: void HideBurnin()


description: Initialize the player object by loading the asset, using async loading when necessary

code: void InitializePlayer()


description: Initialize the player object with the specified asset

code: void InitializePlayerWithSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * LevelSequenceAsset )


description: Allow actors to initialize themselves on the C++ side after all of their components have been initialized, only called during gameplay

code: virtual void PostInitializeComponents()


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 after the C++ constructor and after the properties have been initialized, including those loaded from config. This is called before any serialization or other setup has happened.

code: virtual void PostInitProperties()


description: Always called immediately after properties are received from the remote.

code: virtual void PostNetReceive()


description: Refresh this actor's burn in

code: void RefreshBurnIn()


description: Removes the specified actor from the specified binding's actor array

code: void RemoveBinding ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) Binding, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void RemoveBindingByTag ( [FName](API\Runtime\Core\UObject\FName) Tag, [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor )


code: void OnSequenceLoaded ( const [FName](API\Runtime\Core\UObject\FName) & PackageName, [UPackage](API\Runtime\CoreUObject\UObject\UPackage) * Package, [EAsyncLoadingResult::Type](API\Runtime\CoreUObject\UObject\EAsyncLoadingResult__Type) Result )


description: Method that allows an actor to replicate subobjects on its actor channel. Must return true if any data was serialized into the bunch. This method is used only when bReplicateUsingRegisteredSubObjectList is false. Otherwise this function is not called and only the ReplicatedSubObjects list is used.

code: virtual bool ReplicateSubobjects ( [UActorChannel](API\Runtime\Engine\Engine\UActorChannel) * Channel, [FOutBunch](API\Runtime\Engine\Net\FOutBunch) * Bunch, [FReplicationFlags](API\Runtime\Engine\Engine\FReplicationFlags) * RepFlags )


description: Resets all overridden bindings back to the defaults defined by the Level Sequence asset

code: void ResetBindings()


description: Resets the specified binding back to the defaults defined by the Level Sequence asset

code: void ResetBinding ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) Binding )


description: Retrieve the sequence that we own

code: virtual [UMovieSceneSequence](API\Runtime\MovieScene\UMovieSceneSequence) * RetrieveOwnedSequence() const


description:
Locate bound objects that relate to the specified binding ID
true to prevent default lookup of the binding in the sequence itself, else false

code: virtual bool RetrieveBindingOverrides ( const [FGuid](API\Runtime\Core\Misc\FGuid) & InBindingId, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) InSequenceID, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


description: Called on the actor before checkpoint data is applied during a replay. Only called if bReplayRewindable is set.

code: virtual void RewindForReplay()


description: Overrides the specified binding with the specified actors, optionally still allowing the bindings defined in the Level Sequence asset

code: void SetBinding ( [FMovieSceneObjectBindingID](API\Runtime\MovieScene\FMovieSceneObjectBindingID) Binding, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, bool bAllowBindingsFromAsset )


description: Assigns an set of actors to all the bindings tagged with the specified name in this sequence. Object Bindings can be tagged within the sequence UI by RMB -> Tags... on the object binding in the tree.

code: void SetBindingByTag ( [FName](API\Runtime\Core\UObject\FName) BindingTag, const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & Actors, bool bAllowBindingsFromAsset )


description: GetSequence

code: void SetSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InSequence )


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


description: Show burnin

code: void ShowBurnin()


description: Create and initialize a new instance.

code: ALevelSequenceActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


description: Update the specified object property handle based on the proxy structure's contents

code: virtual void UpdateObjectFromProxy ( [FStructOnScope](API\Runtime\CoreUObject\UObject\FStructOnScope) & Proxy, [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) & ObjectPropertyHandle )


className: ALevelSequenceActor

description: Actor responsible for controlling a specific level sequence in the world.

code: class ALevelSequenceActor : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IMovieScenePlaybackClient](API\Runtime\MovieScene\IMovieScenePlaybackClient), public [IMovieSceneBindingOwnerInterface](API\Runtime\MovieScene\IMovieSceneBindingOwnerInterface), public [IWorldPartitionObjectResolver](API\Runtime\Engine\WorldPartition\IWorldPartitionObjectResolver)

BindingOverrides

type: TObjectPtr<UMo...

description: Mapping of actors to override the sequence bindings with

bOverrideInstanceData

description: Enable specification of dynamic instance data to be supplied to the sequence during playback

bReplicatePlayback

type: uint8: 1

description: If true, playback of this level sequence on the server will be synchronized across other clients

BurnInOptions

type: TObjectPtr<ULe...

CameraSettings

type: FLevelSequenceC...

DefaultInstanceData

type: TObjectPtr<UOb...

description: Instance data that can be used to dynamically control sequence evaluation at runtime

PlaybackSettings

type: FMovieSceneSequ...


description: Access this actor's Level Sequence Actor

code: [ALevelSequenceActor](API\Runtime\LevelSequence\ALevelSequenceActor) * GetSequence() const


description: Set whether or not to replicate playback for this actor

code: void SetReplicatePlayback ( bool ReplicatePlayback )


description: Access this actor's media component

code: [UMediaComponent](API\Runtime\MediaAssets\UMediaComponent) * GetMediaComponent() const


code: ALevelSequenceMediaController ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


description: Forcibly synchronize the sequence to the server's position if it has diverged by more than the specified threshold

code: void SynchronizeToServer ( float DesyncThresholdSeconds )


className: ALevelSequenceMediaController

description: Replicated actor class that is responsible for instigating various cinematic assets (Media, Audio, Level Sequences) in a synchronized fasion

code: class ALevelSequenceMediaController : public [AActor](API\Runtime\Engine\GameFramework\AActor), public [IMovieSceneCustomClockSource](API\Runtime\MovieScene\Evaluation\IMovieSceneCustomClockSource)


description: Create and initialize a new instance.

code: AReplicatedLevelSequenceActor ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


code: void Initialize ( [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [IPropertyHandle](API\Editor\PropertyEditor\IPropertyHandle) > InPropertyHandle )


className: AReplicatedLevelSequenceActor

description: A level sequence actor that is set to always be relevant for networking purposes

code: class AReplicatedLevelSequenceActor : public [ALevelSequenceActor](API\Runtime\LevelSequence\ALevelSequenceActor)


className: FBoundActorProxy

code: struct FBoundActorProxy

BoundActor

type: TObjectPtr<AAc...

description: Specifies the actor to override the binding with

ReflectedProperty

type: TSharedPtr<IPr...


description: Destroy a specific previously spawned object

code: virtual void DestroySpawnedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


code: void OnReflectedPropertyChanged()


code: static [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMovieSceneObjectSpawner](API\Runtime\MovieScene\IMovieSceneObjectSpawner) > CreateObjectSpawner()


description:
Returns the type of object we can spawn
the class of the object we support for spawning

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


description:
Spawn an object for the specified GUID, from the specified sequence instance.
the spawned object, or nullptr on failure

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


className: FLevelSequenceActorSpawner

code: class FLevelSequenceActorSpawner : public [IMovieSceneObjectSpawner](API\Runtime\MovieScene\IMovieSceneObjectSpawner)


code: void SetAnimSequence ( [UAnimSequence](API\Runtime\Engine\Animation\UAnimSequence) * InAnimSequence )


className: FResolveBindingParams

description: Structure that stores additional params that are used for resolving bindings.

code: struct FResolveBindingParams

StreamedLevelAssetPath

type: FTopLevelAssetP...

description: The path to the streamed level asset that contains the level sequence actor playing back the sequence. 'None' for any non - instance - level setups.

StreamingWorld

type: UWorld*

description: World Partition Streaming World.

WorldPartitionResolveData

type: constFWorldPar...

description: World Partition Resolve Data.


className: FLevelSequenceAnimSequenceLinkItem

description: Link To Anim Sequence that we are linked too.

bExportTransforms

description: From Editor OnlyUAnimSeqExportOptionwe cache this since we can re-import dynamically.

CurveInterpolation

type: TEnumAsByte< ER...

Interpolation

type: EAnimInterpolat...

PathToAnimSequence

type: FSoftObjectPath

SkelTrackGuid

type: FGuid


description: Check whether this binding reference is equal to the specified object

code: bool operator== ( const [FLevelSequenceBindingReference](API\Runtime\LevelSequence\FLevelSequenceBindingReference) & Other ) const


description: Handles ExternalObjectPath fixup

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


description: Default construction only used for serialization

code: FLevelSequenceBindingReference()


description:
Resolve this reference within the specified context
The object (usually an Actor or an ActorComponent).

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * Resolve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext, const [FResolveBindingParams](API\Runtime\LevelSequence\FLevelSequenceBindingReference\FResolveBindingParams) & InResolveBindingParams ) const


description: Deprecated* Use Resolve takingFLevelSequenceBindingReference::FResolveBindingParamsparam instead

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * Resolve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & StreamedLevelAssetPath ) const


description: Construct a new binding reference from an object, and a given context (expected to be either aUWorld, or anAActor)

code: FLevelSequenceBindingReference ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext )


className: FLevelSequenceBindingReference

description: Bindings consist of an optional package name, and the path to the object within that package. Where package name is empty, the reference is a relative path from a specific outer (the context). Currently, the package name should only ever be empty for component references, which must remain relative bindings to work correctly with spawnables and reinstanced actors.

code: struct FLevelSequenceBindingReference


description: Const accessor for the currently bound anim instance IDs

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


className: FLevelSequenceBindingReferenceArray

description: An array of binding references

References

type: TArray<FLevelS...


description: Resolve a binding for the specified ID using a given context

code: [FGuid](API\Runtime\Core\Misc\FGuid) FindBindingFromObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext ) const


description: Const accessor for the currently bound post process instance IDs

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


description: Add a binding for the specified ID

code: void AddBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext )


description:
Check whether this map has a binding for the specified object id
true if this map contains a binding for the id, false otherwise

code: bool HasBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId ) const


description: Remove a binding for the specified ID

code: void RemoveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId )


description: Filter out any bindings that do not match the specified set of GUIDs

code: void RemoveInvalidBindings ( const [TSet](API\Runtime\Core\Containers\TSet)< [FGuid](API\Runtime\Core\Misc\FGuid) > & ValidBindingIDs )


description: Remove specific object references

code: void RemoveObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, const [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) * > & InObjects, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext )


description: Remove specific object references that do not resolve

code: void RemoveInvalidObjects ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext )


description: Deprecated* Use ResolveBinding takingFLevelSequenceBindingReference::FResolveBindingParamsparam instead.

code: void ResolveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext, const [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) & StreamedLevelAssetPath, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


code: void ResolveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext, const [FLevelSequenceBindingReference::FResolveBindingParams](API\Runtime\LevelSequence\FLevelSequenceBindingReference\FResolveBindingParams) & InResolveBindingParams, [TArray](API\Runtime\Core\Containers\TArray)< [UObject](API\Runtime\CoreUObject\UObject\UObject) *, TInlineAllocator< 1 >> & OutObjects ) const


className: FLevelSequenceCameraSettings

code: struct FLevelSequenceCameraSettings

AspectRatioAxisConstraint

type: TEnumAsByte< EA...

bOverrideAspectRatioAxisConstraint

type: bool


className: FLevelSequenceBindingReferences

description: Structure that stores a one to many mapping from object binding ID, to object references that pertain to that ID.

code: struct FLevelSequenceBindingReferences


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * Resolve ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext ) const


className: FLevelSequenceLegacyObjectReference

description: Legacy method by which objects were referenced within a level sequence. No longer used. SeeFLevelSequenceBindingReferencefor up-to-date implementation.


description:
Gets a pointer to the possessed object.
The object (usually an Actor or an ActorComponent).

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


description: Creates and initializes a new instance from an object.

code: FLevelSequenceObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InObject )


description: Creates and initializes a new instance.

code: FLevelSequenceObject()


description: Creates and initializes a new instance from an object component.

code: FLevelSequenceObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InOwner, [FString](API\Runtime\Core\Containers\FString) InComponentName )


className: FLevelSequenceObject

description: Structure for animated Actor objects.

code: struct FLevelSequenceObject


description: Serialization function

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


className: MapType

code: typedef [TMap](API\Runtime\Core\Containers\TMap)< [FGuid](API\Runtime\Core\Misc\FGuid), [FLevelSequenceLegacyObjectReference](API\Runtime\LevelSequence\FLevelSequenceLegacyObjectRefere-) > MapType


code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * ResolveBinding ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InContext ) const


className: FLevelSequenceObjectReferenceMap

code: struct FLevelSequenceObjectReferenceMap

Map

type: TMap<FGuid,FL...


description:
Whether this class is supported as a spawnable
Whether this class is supported as a spawnable

code: virtual bool CanSpawnObject ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * InClass ) const


description: Destroy a specific previously spawned object

code: virtual void DestroySpawnedObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object )


className: FLevelSequencePlayerSnapshot

description: Frame snapshot information for a level sequence

code: struct FLevelSequencePlayerSnapshot

ActiveShot

type: TObjectPtr<ULe...

CameraComponent

type: TSoftObjectPtr<...

CurrentShotLocalTime

type: FQualifiedFrame...

CurrentShotName

type: FString


className: FLevelSequenceSpawnRegister

description: Movie scene spawn register that knows how to handle spawning objects (actors) for a level sequence

code: class FLevelSequenceSpawnRegister : public [FMovieSceneSpawnRegister](API\Runtime\MovieScene\FMovieSceneSpawnRegister)

MovieSceneObjectSpawners

type: TArray<TShared...

description: Extension object spawners


description: ~FMovieSceneSpawnRegisterinterface

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * SpawnObject ( [FMovieSceneSpawnable](API\Runtime\MovieScene\FMovieSceneSpawnable) & Spawnable, FMovieSceneSequenceIDRef TemplateID, [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player )


code: FLevelSequenceSpawnRegister()


className: FOnLevelSequencePlayerCameraCutEvent


className: FOnNewActorTrackAdded

code: typedef TMulticastDelegate_ThreeParams< void, const [AActor](API\Runtime\Engine\GameFramework\AActor) &, const [FGuid](API\Runtime\Core\Misc\FGuid) &, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [ISequencer](API\Editor\Sequencer\ISequencer) > > FOnNewActorTrackAdded


description: Populate the specified array with new object spawner instances for all registered object spawner types

code: void GenerateObjectSpawners ( [TArray](API\Runtime\Core\Containers\TArray)< [TSharedRef](API\Runtime\Core\Templates\TSharedRef)< [IMovieSceneObjectSpawner](API\Runtime\MovieScene\IMovieSceneObjectSpawner) >> & OutSpawners ) const


description: Callback to set up defaults for new actor tracks


className: ILevelSequenceModule

description: Implements the LevelSequence module.

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


description: Register an object spawner

code: [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) RegisterObjectSpawner ( FOnCreateMovieSceneObjectSpawner InOnCreateMovieSceneObjectSpawner )


className: WithPostSerialize

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


description: Unregister an object spawner

code: void UnregisterObjectSpawner ( [FDelegateHandle](API\Runtime\Core\Delegates\FDelegateHandle) InHandle )


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


className: WithIdenticalViaEquality

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


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


className: WithSerializer

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


description:
Called during saving to determine if the object is forced to be editor only or not
true if this object should never be loaded outside the editor

code: virtual bool IsEditorOnly() const


code: void SetLevelSequence ( [ULevelSequence](API\Runtime\LevelSequence\ULevelSequence) * InLevelSequence )


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


className: UAnimSequenceLevelSequenceLink

description: Link To Level Sequence That may be driving the anim sequence

code: class UAnimSequenceLevelSequenceLink : public [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData)


code: virtual FTransform NativeGetTransformOrigin() const


className: UDefaultLevelSequenceInstanceData

description: Default instance data class that level sequences understand. ImplementsIMovieSceneTransformOrigin.

code: class UDefaultLevelSequenceInstanceData : public [UObject](API\Runtime\CoreUObject\UObject\UObject), public [IMovieSceneTransformOrigin](API\Runtime\MovieSceneTracks\Tracks\IMovieSceneTransformOrigin)

TransformOrigin

type: FTransform

description: Specifies a transform that offsets all absolute transform sections in this sequence.

TransformOriginActor

type: TObjectPtr<AAc...

description: When set, this actor's world position will be used as the transform origin for all absolute transform sections


code: UDefaultLevelSequenceInstanceData ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & Init )


className: ULegacyLevelSequenceDirectorBlueprint

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

code: class ULegacyLevelSequenceDirectorBlueprint : public [UBlueprint](API\Runtime\Engine\Engine\UBlueprint)


code: virtual void AddAssetUserData ( [UAssetUserData](API\Runtime\Engine\Engine\UAssetUserData) * InUserData )


description:
Whether objects can be spawned at run-time.
true if objects can be spawned by sequencer, false if only existing objects can be possessed.

code: virtual bool AllowsSpawnableObjects() const


description: UnbindPossessableObjects

code: virtual void BindPossessableObject ( const [FGuid](API\Runtime\Core\Misc\FGuid) & ObjectId, [UObject](API\Runtime\CoreUObject\UObject\UObject) & PossessedObject, [UObject](API\Runtime\CoreUObject\UObject\UObject) * Context )


description:
Specifies whether this sequence can animate the object in question (either as a spawnable or possessable)
true if this object can be animated.

code: virtual bool CanAnimateObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & InObject ) const


description:
Check whether the given object can be possessed by this animation.
true if the object can be possessed, false otherwise.

code: virtual bool CanPossessObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) & Object, [UObject](API\Runtime\CoreUObject\UObject\UObject) * InPlaybackContext ) const


description:
Specifies whether this sequence allows rebinding of the specified possessable
true if rebinding this possessable is valid at runtime, false otherwise

code: virtual bool CanRebindPossessable ( const [FMovieScenePossessable](API\Runtime\MovieScene\FMovieScenePossessable) & InPossessable ) const


description:
Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type Meta-data may implement the ILevelSequenceMetaData interface in order to hook into defaultULevelSequencefunctionality.
The newly copied instance of the Metadata that now exists on this sequence.

code: [UObject](API\Runtime\CoreUObject\UObject\UObject) * CopyMetaData ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * InMetaData )


description: Convert old-style lazy object ptrs to new-style references using the specified context

code: void ConvertPersistentBindingsToDefault ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * FixupContext )


description: Copy the specified meta data into this level sequence, overwriting any existing meta-data of the same type Meta-data may implement the ILevelSequenceMetaData interface in order to hook into defaultULevelSequencefunctionality.

code: template<typename MetaDataType> MetaDataType * CopyMetaData ( MetaDataType * InMetaData )


description: Called to retrieve or construct a director instance to be used for the specified player

code: virtual [UObject](API\Runtime\CoreUObject\UObject\UObject) * CreateDirectorInstance ( [IMovieScenePlayer](API\Runtime\MovieScene\IMovieScenePlayer) & Player, [FMovieSceneSequenceID](API\Runtime\MovieScene\FMovieSceneSequenceID) SequenceID )


description: Called to add a new possessable for the specified object

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) CreatePossessable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToPossess )


description: Called to add a new spawnable for the specified object

code: virtual [FGuid](API\Runtime\Core\Misc\FGuid) CreateSpawnable ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * ObjectToSpawn )


code: static void DeclareConstructClasses ( [TArray](API\Runtime\Core\Containers\TArray)< [FTopLevelAssetPath](API\Runtime\CoreUObject\UObject\FTopLevelAssetPath) > & OutConstructClasses, const [UClass](API\Runtime\CoreUObject\UObject\UClass) * SpecificSubclass )