# 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. |
| CleanSubObjectsArray | Cleans the SubObject array (removes all NULL entries) |
| CleanupInvalidSourceActors | Cleans the SubActor 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. |
| PostLoad | 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
# CleanSubObjectsArray
# Syntax
void CleanSubObjectsArray();
# Parameters
CleanSubObjectsArray takes no parameters.
Return Type:
void
# CleanupInvalidSourceActors
# Syntax
void CleanupInvalidSourceActors();
# Parameters
CleanupInvalidSourceActors takes no parameters.
Return Type:
void
# ForceRecache
# Syntax
void ForceRecache();
# Parameters
ForceRecache takes no parameters.
Return Type:
void
# GenerateBuildKey
# Syntax
FName GenerateBuildKey(bool);
# Parameters
| Type | Name | Description |
|---|---|---|
bool | bRegeneratePipelineHash |
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
# PostLoad
# Syntax
void PostLoad();
# Parameters
PostLoad takes no parameters.
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(bool);
# Parameters
| Type | Name | Description |
|---|---|---|
bool | bRegeneratePipelineHash |
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