# 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.

# 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 Force a recache.
GenerateBuildKey Generates a BuildKey.
GetComponentsBoundingBox No description available.
GetDetailedInfoInternal BEGIN UObject Interface
GetNumChildrenTriangles Get Num Triangles for SubActors.
GetNumTriangles Get Num Triangles for Standin.
GetReferencedContentObjects BEGIN AActor Interface
GetSourceStaticMeshComponentCount No description available.
GetStaticMesh Get Static Mesh.
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.
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.
SetStaticMesh Sets StaticMesh and IsPreviewActor to true if InStaticMesh equals nullptr.
Tick No description available.
UpdateBuildKey UpdateBuildKey.
UpdateMemoryInfo Update memory usage estimates
UseAsGameStandin Use as Game Standin

# 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

# GetSourceStaticMeshComponentCount

# Syntax

const int GetSourceStaticMeshComponentCount();

# Parameters

GetSourceStaticMeshComponentCount takes no parameters.
Return Type: int

# 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 If true will hide in editor.

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

# PostEditChangeProperty

# Syntax

void PostEditChangeProperty(FPropertyChangedEvent &);

# Parameters

Type Name Description
FPropertyChangedEvent PropertyChangedEvent

Return Type: void

# 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 If true standin is visible in editor.
bool bStandinChildrenVisible If true standin children are visible in editor.

Return Type: void

# SetStaticMesh

# Syntax

void SetStaticMesh(UStaticMesh *);

# Parameters

Type Name Description
UStaticMesh InStaticMesh StaticMesh to set.

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

# UpdateMemoryInfo

# Syntax

void UpdateMemoryInfo();

# Parameters

UpdateMemoryInfo takes no parameters.
Return Type: void

# UseAsGameStandin

# Syntax

void UseAsGameStandin(bool);

# Parameters

Type Name Description
bool bUseAsGameStandin If set to true will be a game standin.

Return Type: void