# class AStandInMeshActor

No description available.

# Methods (public)

Method Description
AddSubActor Adds InAcor to the SubActors array and set its LODParent to this
CleanSubActorArray Cleans the SubActor array (removes all NULL entries)
CleanSubObjectsArray Cleans the SubObject array (removes all NULL entries)
ForceRecache No description available.
GenerateBuildKey No description available.
GetComponentsBoundingBox No description available.
GetDetailedInfoInternal BEGIN UObject Interface
GetNumChildrenTriangles No description available.
GetNumTriangles No description available.
GetReferencedContentObjects BEGIN AActor Interface
GetStaticMesh 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 No description available.
IsDirty Returns whether or not this ReplacementActor is dirty
Modify No description available.
NeedsLoadForClient 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 No description available.
SetStaticMesh Sets StaticMesh and IsPreviewActor to true if InStaticMesh equals nullptr
Tick No description available.
UpdateBuildKey No description available.
UseAsGameStandin No description available.

# AddSubActor

# Syntax

void AddSubActor(AActor *);

# Parameters

Type Name Description
AActor InActor - Actor to add.

Return Type: void

# CleanSubActorArray

# Syntax

void CleanSubActorArray();

# Parameters

CleanSubActorArray takes no parameters.
Return Type: void

# CleanSubObjectsArray

# Syntax

void CleanSubObjectsArray();

# Parameters

CleanSubObjectsArray takes no parameters.
Return Type: void

# ForceRecache

# Syntax

void ForceRecache();

# Parameters

ForceRecache takes no parameters.
Return Type: void

# GenerateBuildKey

# Syntax

FName GenerateBuildKey();

# Parameters

GenerateBuildKey takes no parameters.
Return Type: FName

# GetComponentsBoundingBox

# Syntax

FBox GetComponentsBoundingBox(bool, bool);

# Parameters

Type Name Description
bool bNonColliding
bool bIncludeFromChildActors

Return Type: FBox

# GetDetailedInfoInternal

# Syntax

FString GetDetailedInfoInternal();

# Parameters

GetDetailedInfoInternal takes no parameters.
Return Type: FString

# GetNumChildrenTriangles

# Syntax

int32 GetNumChildrenTriangles();

# Parameters

GetNumChildrenTriangles takes no parameters.
Return Type: int32

# GetNumTriangles

# Syntax

int32 GetNumTriangles();

# Parameters

GetNumTriangles takes no parameters.
Return Type: int32

# GetReferencedContentObjects

# Syntax

bool GetReferencedContentObjects(TArray<UObject *> &);

# Parameters

Type Name Description
TArray<UObject > Objects

Return Type: bool

# GetStaticMesh

# Syntax

UStaticMesh * GetStaticMesh();

# Parameters

GetStaticMesh takes no parameters.
Return Type: UStaticMesh

# HasAnySubActors

# Syntax

const bool HasAnySubActors();

# Parameters

HasAnySubActors takes no parameters.
Return Type: bool

# HasValidSubActors

# Syntax

const bool HasValidSubActors();

# Parameters

HasValidSubActors takes no parameters.
Return Type: bool

# HiddenInEditor

# Syntax

void HiddenInEditor(bool);

# Parameters

Type Name Description
bool bHide

Return Type: void

# IsDirty

# Syntax

const bool IsDirty();

# Parameters

IsDirty takes no parameters.
Return Type: bool

# 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

# 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 bool RemoveSubActor(AActor *);

# Parameters

Type Name Description
AActor InActor - Actor to remove.

Return Type: bool

# SetIsDirty

# Syntax

void SetIsDirty(const bool);

# Parameters

Type Name Description
bool bNewState - New dirty state.

Return Type: void

# SetIsVisibleInEditor

# Syntax

void SetIsVisibleInEditor(bool, bool);

# Parameters

Type Name Description
bool bStandinVisible
bool bStandinChildrenVisible

Return Type: void

# SetStaticMesh

# Syntax

void SetStaticMesh(UStaticMesh *);

# Parameters

Type Name Description
UStaticMesh InStaticMesh

Return Type: void

# Tick

# Syntax

void Tick(float);

# Parameters

Type Name Description
float DeltaTime

Return Type: void

# UpdateBuildKey

# Syntax

void UpdateBuildKey();

# Parameters

UpdateBuildKey takes no parameters.
Return Type: void

# UseAsGameStandin

# Syntax

void UseAsGameStandin(bool);

# Parameters

Type Name Description
bool bUseAsGameStandin

Return Type: void