# 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 *> &);

# Parameters

Type Name Description
TArray<AStandInMeshActor > StandinActors List of StandInMeshActors to generate.

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