# class
AStandInMeshActor
Standin Mesh Actor are used to act as standin to exsting actors in your level
they are meant to reduce drawcalls, tris and help with kitbashing workflows.
# Members (public)
Type | Member | Description |
---|---|---|
int | FTransform | END AActor Interface |
int | int32 | Get Num Triangles for Standin. |
int | UStaticMesh | Get Static Mesh. |
# Methods (public)
Method | Description |
---|---|
AddSubActor | Adds InAcor to the SubActors array and set its LODParent to this. |
CleanSubObjectsArray | Cleans the SubObject array (removes all NULL entries) |
CleanupInvalidSourceActors | Cleans the SubActor array (removes all NULL entries) |
ForceRecache | Force a recache. |
GenerateBuildKey | Generates a BuildKey. |
GetComponentsBoundingBox | No description available. |
GetDetailedInfoInternal | BEGIN UObject Interface |
GetReferencedContentObjects | BEGIN AActor Interface |
GetSourceStaticMeshComponentCount | No description available. |
HasAnySubActors | Determines whether or not this ReplacementActor has any SubActors |
HasValidSubActors | Determines whether or not this ReplacementActor has valid SubActors and can be built |
HiddenInEditor | Sets standin as hideen in editor. |
IsDirty | Returns whether or not this ReplacementActor is dirty. |
Modify | No description available. |
NeedsLoadForClient | No description available. |
PostEditChangeProperty | No description available. |
PostLoad | No description available. |
PostRegisterAllComponents | No description available. |
PreEditChange | No description available. |
RemoveSubActor | Removes InActor from the SubActors array and sets its LODParent to nullptr. |
SetIsDirty | Sets whether or not this ReplacementActor is dirty and should have its LODMesh (re)build. |
SetIsVisibleInEditor | Sets standin as visible in editor. |
Tick | No description available. |
UpdateBuildKey | UpdateBuildKey. |
UpdateMemoryInfo | Update memory usage estimates |
UseAsGameStandin | Use as Game Standin |
# AddSubActor
# Syntax
int AddSubActor(AActor *);
# Parameters
AddSubActor takes no parameters.
Return Type:
int
# CleanSubObjectsArray
# Syntax
void CleanSubObjectsArray();
# Parameters
CleanSubObjectsArray takes no parameters.
Return Type:
void
# CleanupInvalidSourceActors
# Syntax
int CleanupInvalidSourceActors();
# Parameters
CleanupInvalidSourceActors takes no parameters.
Return Type:
int
# ForceRecache
# Syntax
int ForceRecache();
# Parameters
ForceRecache takes no parameters.
Return Type:
int
# GenerateBuildKey
# Syntax
class FName GenerateBuildKey(bool);
# Parameters
Type | Name | Description |
---|---|---|
bool | bRegeneratePipelineHash |
Return Type:
FName
# GetComponentsBoundingBox
# Syntax
FBox GetComponentsBoundingBox(bool, bool);
# Parameters
Type | Name | Description |
---|---|---|
bool | bNonColliding | |
bool | bIncludeFromChildActors |
Return Type:
FBox
# GetDetailedInfoInternal
# Syntax
class FString GetDetailedInfoInternal();
# Parameters
GetDetailedInfoInternal takes no parameters.
Return Type:
FString
# GetReferencedContentObjects
# Syntax
bool GetReferencedContentObjects(TArray<UObject *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<UObject > | Objects |
Return Type:
bool
# GetSourceStaticMeshComponentCount
# Syntax
const int GetSourceStaticMeshComponentCount();
# Parameters
GetSourceStaticMeshComponentCount takes no parameters.
Return Type:
int
# HasAnySubActors
# Syntax
const int HasAnySubActors();
# Parameters
HasAnySubActors takes no parameters.
Return Type:
int
# HasValidSubActors
# Syntax
const int HasValidSubActors();
# Parameters
HasValidSubActors takes no parameters.
Return Type:
int
# HiddenInEditor
# Syntax
int HiddenInEditor(bool);
# Parameters
HiddenInEditor takes no parameters.
Return Type:
int
# IsDirty
# Syntax
const int IsDirty();
# Parameters
IsDirty takes no parameters.
Return Type:
int
# Modify
# Syntax
bool Modify(bool);
# Parameters
Type | Name | Description |
---|---|---|
bool | bAlwaysMarkDirty |
Return Type:
bool
# NeedsLoadForClient
# Syntax
bool NeedsLoadForClient();
# Parameters
NeedsLoadForClient takes no parameters.
Return Type:
bool
# PostEditChangeProperty
# Syntax
void PostEditChangeProperty(FPropertyChangedEvent &);
# Parameters
Type | Name | Description |
---|---|---|
FPropertyChangedEvent | PropertyChangedEvent |
Return Type:
void
# PostLoad
# Syntax
void PostLoad();
# Parameters
PostLoad takes no parameters.
Return Type:
void
# PostRegisterAllComponents
# Syntax
void PostRegisterAllComponents();
# Parameters
PostRegisterAllComponents takes no parameters.
Return Type:
void
# PreEditChange
# Syntax
void PreEditChange(FProperty *);
# Parameters
Type | Name | Description |
---|---|---|
FProperty | PropertyThatWillChange |
Return Type:
void
# RemoveSubActor
# Syntax
const int RemoveSubActor(AActor *);
# Parameters
RemoveSubActor takes no parameters.
Return Type:
int
# SetIsDirty
# Syntax
int SetIsDirty(const bool);
# Parameters
SetIsDirty takes no parameters.
Return Type:
int
# SetIsVisibleInEditor
# Syntax
int SetIsVisibleInEditor(bool, bool);
# Parameters
SetIsVisibleInEditor takes no parameters.
Return Type:
int
# Tick
# Syntax
void Tick(float);
# Parameters
Type | Name | Description |
---|---|---|
float | DeltaTime |
Return Type:
void
# UpdateBuildKey
# Syntax
int UpdateBuildKey(bool);
# Parameters
UpdateBuildKey takes no parameters.
Return Type:
int
# UpdateMemoryInfo
# Syntax
void UpdateMemoryInfo();
# Parameters
UpdateMemoryInfo takes no parameters.
Return Type:
void
# UseAsGameStandin
# Syntax
int UseAsGameStandin(bool);
# Parameters
UseAsGameStandin takes no parameters.
Return Type:
int