# class
IStandinUtilitiesModule
No description available.
# Methods (public)
Method | Description |
---|---|
AddActorsToStandinActor | <summary> Add a list of actors to a AStandIMeshActor. </summary> <param name="InStandinActor">StandinMesh Actor.</param> <param name="InSelectedActors">List of actors to add.</param> |
AddActorToStandinActor | <summary> Add Actor to StandinActor. </summary> <param name="InActor">Actor to add to Standin.</param> <param name="InParentActor"></param> |
AreActorsAlreadyBeingReplaced | <summary> Method to check if the actors in a list are already being replaced or not. </summary> <param name="InActors">List of Actors to check.</param> <returns>Returns true if all are already being replaced else false.</returns> |
AreActorsInSamePersistingLevel | <summary> Check to see if actors belong in the same level. </summary> <param name="InActors">List of actors to check.</param> <returns>Returns true if actors belong to save presistent level else false.</returns> |
BuildStandinMeshActors | <summary> Build Standin Mesh Actors. </summary> <param name="bRebuild">If true will force build.</param> |
CreateStandinMeshActor | <summary> Creates a new AStandinMeshActor replacing actors. </summary> <param name="InActors">Actors to be replaced by standin.</param> <returns>Returns a new AStandInMeshActor.</returns> |
DestroyStandinActor | <summary> Destory the StandinMeshActor. </summary> <param name="InActor">The StandinMeshActor to destory</param> <returns>Returns true if sucessfull else false.</returns> |
GenerateStandinMeshes | <summary> Generate a Standin Mesh. </summary> <param name="StandinActors">An array of StandInMeshActors.</param> |
GetStandinActor | <summary> Gets the Standin Actor if the Actor has any. </summary> <param name="InActor">Actor to check if it has a Standin.</param> <returns>Returns AStandInMeshActor if one exist else nullptr.</returns> |
GetStandinActors | <summary> Gets a list of StandInMeshActor from the current world context. </summary> <param name="OutActors">List of StandinMeshActors retrieved</param> |
GroupUnderStandinActor | No description available. |
MergeStandinActors | <summary> Merge StandinMeshAcors </summary> <param name="ToActor">Actor to merge to.</param> <param name="FromActor">Actor to merge from.</param> |
RemoveActorFromStandinActor | <summary> Remove and Actor from StandinActor if it belongs to a standin actor. </summary> <param name="InActor"></param> <returns>Returns true if sucessful else false.</returns> |
RemoveActorsFromStandinActor | <summary> Remove a list of actors from a AStandInMeshActor. </summary> <param name="InStandinActor">StandinMesh Actor.</param> <param name="InSelectedActors">List of actors to remove.</param> |
ShouldCreateStandinLOD | <summary> A method that return true if actor has valid static mesh components and can be used for standin. </summary> <param name="Actor">In Actors.</param> <returns>Returns true if a valid standin can be created for actor.</returns> |
# AddActorsToStandinActor
# Syntax
void AddActorsToStandinActor(AStandInMeshActor *, const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | InStandinActor | |
TArray<AActor > | InSelectedActors |
Return Type:
void
# AddActorToStandinActor
# Syntax
void AddActorToStandinActor(AActor *, AStandInMeshActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor | |
AStandInMeshActor | InParentActor |
Return Type:
void
# AreActorsAlreadyBeingReplaced
# Syntax
const bool AreActorsAlreadyBeingReplaced(const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AActor > | InActors |
Return Type:
bool
# AreActorsInSamePersistingLevel
# Syntax
const bool AreActorsInSamePersistingLevel(const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AActor > | InActors |
Return Type:
bool
# BuildStandinMeshActors
# Syntax
void BuildStandinMeshActors(bool);
# Parameters
Type | Name | Description |
---|---|---|
bool | bRebuild |
Return Type:
void
# CreateStandinMeshActor
# Syntax
AStandInMeshActor * CreateStandinMeshActor(const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AActor > | InActors |
Return Type:
AStandInMeshActor
# DestroyStandinActor
# Syntax
bool DestroyStandinActor(AStandInMeshActor *);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | InActor |
Return Type:
bool
# GenerateStandinMeshes
# Syntax
void GenerateStandinMeshes(const TArray<AStandInMeshActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AStandInMeshActor > | StandinActors |
Return Type:
void
# GetStandinActor
# Syntax
AStandInMeshActor * GetStandinActor(AActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor |
Return Type:
AStandInMeshActor
# GetStandinActors
# Syntax
void GetStandinActors(TArray<AStandInMeshActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AStandInMeshActor > | OutActors |
Return Type:
void
# GroupUnderStandinActor
# Syntax
void GroupUnderStandinActor();
# Parameters
GroupUnderStandinActor takes no parameters.
Return Type:
void
# MergeStandinActors
# Syntax
void MergeStandinActors(AStandInMeshActor *, AStandInMeshActor *);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | ToActor | |
AStandInMeshActor | FromActor |
Return Type:
void
# RemoveActorFromStandinActor
# Syntax
const bool RemoveActorFromStandinActor(AActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor |
Return Type:
bool
# RemoveActorsFromStandinActor
# Syntax
void RemoveActorsFromStandinActor(AStandInMeshActor *, const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | InStandinActor | |
TArray<AActor > | InSelectedActors |
Return Type:
void
# ShouldCreateStandinLOD
# Syntax
bool ShouldCreateStandinLOD(AActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | Actor |
Return Type:
bool