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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.
intUClassNo description available.
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

Syntax

cpp
int AddSubActor(AActor *);

Parameters

AddSubActor takes no parameters.
Return Type: int

CleanSubObjectsArray

Syntax

cpp
void CleanSubObjectsArray();

Parameters

CleanSubObjectsArray takes no parameters.
Return Type: void

CleanupInvalidSourceActors

Syntax

cpp
int CleanupInvalidSourceActors();

Parameters

CleanupInvalidSourceActors takes no parameters.
Return Type: int

ForceRecache

Syntax

cpp
int ForceRecache();

Parameters

ForceRecache takes no parameters.
Return Type: int

GenerateBuildKey

Syntax

cpp
FName GenerateBuildKey(bool);

Parameters

TypeNameDescription
boolbRegeneratePipelineHash

Return Type: FName

GetComponentsBoundingBox

Syntax

cpp
FBox GetComponentsBoundingBox(bool, bool);

Parameters

TypeNameDescription
boolbNonColliding
boolbIncludeFromChildActors

Return Type: FBox

GetDetailedInfoInternal

Syntax

cpp
class FString GetDetailedInfoInternal();

Parameters

GetDetailedInfoInternal takes no parameters.
Return Type: FString

GetReferencedContentObjects

Syntax

cpp
bool GetReferencedContentObjects(TArray<UObject *> &);

Parameters

TypeNameDescription
TArray<UObject >Objects

Return Type: bool

GetSourceStaticMeshComponentCount

Syntax

cpp
const int GetSourceStaticMeshComponentCount();

Parameters

GetSourceStaticMeshComponentCount takes no parameters.
Return Type: int

HasAnySubActors

Syntax

cpp
const int HasAnySubActors();

Parameters

HasAnySubActors takes no parameters.
Return Type: int

HasValidSubActors

Syntax

cpp
const int HasValidSubActors();

Parameters

HasValidSubActors takes no parameters.
Return Type: int

HiddenInEditor

Syntax

cpp
int HiddenInEditor(bool);

Parameters

HiddenInEditor takes no parameters.
Return Type: int

IsDirty

Syntax

cpp
const int IsDirty();

Parameters

IsDirty takes no parameters.
Return Type: int

Modify

Syntax

cpp
bool Modify(bool);

Parameters

TypeNameDescription
boolbAlwaysMarkDirty

Return Type: bool

NeedsLoadForClient

Syntax

cpp
bool NeedsLoadForClient();

Parameters

NeedsLoadForClient takes no parameters.
Return Type: bool

PostEditChangeProperty

Syntax

cpp
void PostEditChangeProperty(FPropertyChangedEvent &);

Parameters

TypeNameDescription
FPropertyChangedEventPropertyChangedEvent

Return Type: void

PostLoad

Syntax

cpp
void PostLoad();

Parameters

PostLoad takes no parameters.
Return Type: void

PostRegisterAllComponents

Syntax

cpp
void PostRegisterAllComponents();

Parameters

PostRegisterAllComponents takes no parameters.
Return Type: void

PreEditChange

Syntax

cpp
void PreEditChange(FProperty *);

Parameters

TypeNameDescription
FPropertyPropertyThatWillChange

Return Type: void

RemoveSubActor

Syntax

cpp
const int RemoveSubActor(AActor *);

Parameters

RemoveSubActor takes no parameters.
Return Type: int

SetIsDirty

Syntax

cpp
int SetIsDirty(const bool);

Parameters

SetIsDirty takes no parameters.
Return Type: int

SetIsVisibleInEditor

Syntax

cpp
int SetIsVisibleInEditor(bool, bool);

Parameters

SetIsVisibleInEditor takes no parameters.
Return Type: int

Tick

Syntax

cpp
void Tick(float);

Parameters

TypeNameDescription
floatDeltaTime

Return Type: void

UpdateBuildKey

Syntax

cpp
int UpdateBuildKey(bool);

Parameters

UpdateBuildKey takes no parameters.
Return Type: int

UpdateMemoryInfo

Syntax

cpp
void UpdateMemoryInfo();

Parameters

UpdateMemoryInfo takes no parameters.
Return Type: void

UseAsGameStandin

Syntax

cpp
int UseAsGameStandin(bool);

Parameters

UseAsGameStandin takes no parameters.
Return Type: int