# 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