# 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