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 |