# class
IStandinUtilitiesModule
Utilities for Create/Merging/Moving/Generating AStaninMeshActor
# Methods (public)
Method | Description |
---|---|
AddActorsToStandinActor | Add a list of actors to a AStandIMeshActor. |
AddActorToStandinActor | Add Actor to StandinActor. |
AreActorsAlreadyBeingReplaced | Method to check if the actors in a list are already being replaced or not. |
AreActorsInSamePersistingLevel | Check to see if actors belong in the same level. |
BuildStandinMeshActors | Build Standin Mesh Actors. |
CreateStandinMeshActor | Creates a new AStandinMeshActor replacing actors. |
DestroyStandinActor | Destory the StandinMeshActor. |
GenerateStandinMeshes | Generate a Standin Mesh. |
GetListOfPackagesToSaveForStandins | Method to get a list of packages that are generated as part of Standin build process and require saving. |
GetStandinActor | Gets the Standin Actor if the Actor has any. |
GetStandinActors | Gets a list of StandInMeshActor from the current world context. |
GroupUnderStandinActor | GroupUnderStandinActor |
IsActorValidForStandinInclusion | A method that return true if actor has valid static mesh components and can be used for standin. |
MergeStandinActors | Merge StandinMeshAcors |
RemoveActorFromStandinActor | Remove and Actor from StandinActor if it belongs to a standin actor. |
RemoveActorsFromStandinActor | Remove a list of actors from a AStandInMeshActor. |
SavePackagesForStandins | Save packages for standins. |
# AddActorsToStandinActor
# Syntax
void AddActorsToStandinActor(AStandInMeshActor *, const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | InStandinActor | StandinMesh Actor. |
TArray<AActor > | InSelectedActors | List of actors to add. |
Return Type:
void
# AddActorToStandinActor
# Syntax
void AddActorToStandinActor(AActor *, AStandInMeshActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor | Actor to add to StandinMeshActor. |
AStandInMeshActor | InParentActor | The StandinMeshActor. |
Return Type:
void
# AreActorsAlreadyBeingReplaced
# Syntax
const bool AreActorsAlreadyBeingReplaced(const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AActor > | InActors | 'InActors' List of Actors to check. |
Return Type:
bool
# AreActorsInSamePersistingLevel
# Syntax
const bool AreActorsInSamePersistingLevel(const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AActor > | InActors | List of actors to check. |
Return Type:
bool
# BuildStandinMeshActors
# Syntax
void BuildStandinMeshActors(bool);
# Parameters
Type | Name | Description |
---|---|---|
bool | bRebuild | If set to true a build will be forced. |
Return Type:
void
# CreateStandinMeshActor
# Syntax
AStandInMeshActor * CreateStandinMeshActor(const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AActor > | InActors | List of actors to be replaced. |
Return Type:
AStandInMeshActor
# DestroyStandinActor
# Syntax
bool DestroyStandinActor(AStandInMeshActor *);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | InActor | The StandinMeshActor to destory. |
Return Type:
bool
# GenerateStandinMeshes
# Syntax
void GenerateStandinMeshes(const TArray<AStandInMeshActor *> &, const TMap<AStandInMeshActor *, FString> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AStandInMeshActor > | StandinActors | List of StandInMeshActors to generate. |
TMap<AStandInMeshActor , FString> | OverridePackageNames | Optional parameter to override package names per standin mesh. Mainly used by "Save to package" feature. |
Return Type:
void
# GetListOfPackagesToSaveForStandins
# Syntax
void GetListOfPackagesToSaveForStandins(const ULevel *, TSet<UPackage *> &, const FString &);
# Parameters
Type | Name | Description |
---|---|---|
ULevel | Level | 'Level' Level where to look for standins. |
TSet<UPackage > | PackagesToSave | 'PackagesToSave' list of packages that require saving. |
FString | PreviousLevelName | 'PreviousLevelName' Name of the previous level if renamed or moved. |
Return Type:
void
# GetStandinActor
# Syntax
AStandInMeshActor * GetStandinActor(AActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor | Actor to check if it has a Standin. |
Return Type:
AStandInMeshActor
# GetStandinActors
# Syntax
void GetStandinActors(TArray<AStandInMeshActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
TArray<AStandInMeshActor > | OutActors | 'OutActors' List of StandinMeshActors retrieved. |
Return Type:
void
# GroupUnderStandinActor
# Syntax
void GroupUnderStandinActor();
# Parameters
GroupUnderStandinActor takes no parameters.
Return Type:
void
# IsActorValidForStandinInclusion
# Syntax
bool IsActorValidForStandinInclusion(AActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor | The Actor to check if can be bumped to a StandinMeshActor. |
Return Type:
bool
# MergeStandinActors
# Syntax
void MergeStandinActors(AStandInMeshActor *, AStandInMeshActor *);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | ToActor | AStandinMeshActor to merge into. |
AStandInMeshActor | FromActor | AStandinMeshActor to merge from. |
Return Type:
void
# RemoveActorFromStandinActor
# Syntax
const bool RemoveActorFromStandinActor(AActor *);
# Parameters
Type | Name | Description |
---|---|---|
AActor | InActor | The actor to remove. |
Return Type:
bool
# RemoveActorsFromStandinActor
# Syntax
void RemoveActorsFromStandinActor(AStandInMeshActor *, const TArray<AActor *> &);
# Parameters
Type | Name | Description |
---|---|---|
AStandInMeshActor | InStandinActor | StandinMesh Actor. |
TArray<AActor > | InSelectedActors | List of actors to remove. |
Return Type:
void
# SavePackagesForStandins
# Syntax
void SavePackagesForStandins();
# Parameters
SavePackagesForStandins takes no parameters.
Return Type:
void