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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)

TypeMemberDescription
intFTransformEND AActor Interface
intint32Get Num Triangles for Standin.
intUStaticMeshGet Static Mesh.

Methods (public)

MethodDescription
AddSubActorAdds InAcor to the SubActors array and set its LODParent to this.
CleanSubObjectsArrayCleans the SubObject array (removes all NULL entries)
CleanupInvalidSourceActorsCleans the SubActor array (removes all NULL entries)
ForceRecacheForce a recache.
GenerateBuildKeyGenerates a BuildKey.
GetComponentsBoundingBoxNo description available.
GetDetailedInfoInternalBEGIN UObject Interface
GetReferencedContentObjectsBEGIN AActor Interface
GetSourceStaticMeshComponentCountNo description available.
HasAnySubActorsDetermines whether or not this ReplacementActor has any SubActors
HasValidSubActorsDetermines whether or not this ReplacementActor has valid SubActors and can be built
HiddenInEditorSets standin as hideen in editor.
IsDirtyReturns whether or not this ReplacementActor is dirty.
ModifyNo description available.
NeedsLoadForClientNo description available.
PostEditChangePropertyNo description available.
PostLoadNo description available.
PostRegisterAllComponentsNo description available.
PreEditChangeNo description available.
RemoveSubActorRemoves InActor from the SubActors array and sets its LODParent to nullptr.
SetIsDirtySets whether or not this ReplacementActor is dirty and should have its LODMesh (re)build.
SetIsVisibleInEditorSets standin as visible in editor.
TickNo description available.
UpdateBuildKeyUpdateBuildKey.
UpdateMemoryInfoUpdate memory usage estimates
UseAsGameStandinUse as Game Standin

AddSubActor

CleanSubObjectsArray

CleanupInvalidSourceActors

ForceRecache

GenerateBuildKey

GetComponentsBoundingBox

GetDetailedInfoInternal

GetReferencedContentObjects

GetSourceStaticMeshComponentCount

HasAnySubActors

HasValidSubActors

HiddenInEditor

IsDirty

Modify

NeedsLoadForClient

PostEditChangeProperty

PostLoad

PostRegisterAllComponents

PreEditChange

RemoveSubActor

SetIsDirty

SetIsVisibleInEditor

Tick

UpdateBuildKey

UpdateMemoryInfo

UseAsGameStandin