UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DataLayerAsset.h
Go to the documentation of this file.
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// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "
CoreMinimal.h
"
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#include "
Engine/DataAsset.h
"
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#include "
UObject/ObjectMacros.h
"
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#include "
UObject/UObjectGlobals.h
"
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#include "
UObject/Object.h
"
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#include "
WorldPartition/DataLayer/DataLayerType.h
"
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#include "DataLayerAsset.generated.h"
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class
AActor
;
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UENUM
(BlueprintType)
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enum
class
EDataLayerLoadFilter
:
uint8
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{
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None
,
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ClientOnly
,
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ServerOnly
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};
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UCLASS
(BlueprintType, editinlinenew, MinimalAPI)
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class
UDataLayerAsset
:
public
UDataAsset
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{
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GENERATED_UCLASS_BODY
()
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friend
class UDataLayerConversionInfo;
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#if WITH_EDITOR
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//~ Begin UObject interface
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ENGINE_API
virtual
void
PostLoad
()
override
;
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ENGINE_API
virtual
bool
CanEditChange
(
const
FProperty
*
InProperty
)
const override
;
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//~ End UObject interface
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public
:
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virtual
bool
CanEditDataLayerType
()
const
;
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ENGINE_API
void
SetType(
EDataLayerType
Type);
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void
SetDebugColor(
FColor
InDebugColor
) { DebugColor =
InDebugColor
; }
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ENGINE_API
bool
CanBeReferencedByActor
(
AActor
*
InActor
)
const
;
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static
ENGINE_API
bool
CanBeReferencedByActor
(
const
TSoftObjectPtr<UDataLayerAsset>
&
InDataLayerAsset
,
AActor
*
InActor
);
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virtual
void
OnCreated();
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#endif
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ENGINE_API
bool
IsPrivate()
const
;
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UFUNCTION
(Category =
"Data Layer"
, BlueprintCallable)
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virtual
EDataLayerType
GetType()
const
{
return
DataLayerType; }
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UFUNCTION
(Category =
"Data Layer|Runtime"
, BlueprintCallable)
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bool
IsRuntime
()
const
{
return
!IsPrivate() && DataLayerType ==
EDataLayerType::Runtime
; }
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UFUNCTION
(Category =
"Data Layer|Runtime"
, BlueprintCallable)
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FColor
GetDebugColor()
const
{
return
DebugColor; }
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bool
SupportsActorFilters()
const
{
return
bSupportsActorFilters; }
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UFUNCTION
(Category =
"Data Layer|Runtime"
, BlueprintCallable)
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bool
IsClientOnly()
const
{
return
IsRuntime
() && LoadFilter ==
EDataLayerLoadFilter::ClientOnly
; }
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UFUNCTION
(Category =
"Data Layer|Runtime"
, BlueprintCallable)
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bool
IsServerOnly()
const
{
return
IsRuntime
() && LoadFilter ==
EDataLayerLoadFilter::ServerOnly
; }
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protected
:
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UPROPERTY
(Category =
"Data Layer"
, EditAnywhere)
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EDataLayerType
DataLayerType;
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UPROPERTY
(Category = "
Actor
Filter
", EditAnywhere)
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bool
bSupportsActorFilters;
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private
:
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UPROPERTY
(Category = "
Runtime
", EditAnywhere)
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FColor
DebugColor;
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UPROPERTY
(Category = "
Runtime
", EditAnywhere)
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EDataLayerLoadFilter
LoadFilter;
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};
EAsyncPackageLoadingState2::PostLoad
@ PostLoad
IsRuntime
bool IsRuntime(const UBodySetup *BS)
Definition
BodySetup.cpp:381
CoreMinimal.h
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
DataAsset.h
EDataLayerLoadFilter
EDataLayerLoadFilter
Definition
DataLayerAsset.h:19
EDataLayerLoadFilter::ClientOnly
@ ClientOnly
EDataLayerLoadFilter::None
@ None
EDataLayerLoadFilter::ServerOnly
@ ServerOnly
DataLayerType.h
EDataLayerType
EDataLayerType
Definition
DataLayerType.h:9
EDataLayerType::Runtime
@ Runtime
EDatasmithElementType::Actor
@ Actor
EFontCacheType::Runtime
@ Runtime
ObjectMacros.h
UPROPERTY
#define UPROPERTY(...)
UObject definition macros.
Definition
ObjectMacros.h:744
UFUNCTION
#define UFUNCTION(...)
Definition
ObjectMacros.h:745
GENERATED_UCLASS_BODY
#define GENERATED_UCLASS_BODY(...)
Definition
ObjectMacros.h:768
UCLASS
#define UCLASS(...)
Definition
ObjectMacros.h:776
UENUM
#define UENUM(...)
Definition
ObjectMacros.h:749
Object.h
ESkeletalMeshUpdateStage::Filter
@ Filter
UObjectGlobals.h
uint8
uint8_t uint8
Definition
binka_ue_file_header.h:8
AActor
Definition
Actor.h:257
FProperty
Definition
UnrealType.h:174
UDataAsset
Definition
DataAsset.h:21
UDataLayerAsset
Definition
DataLayerAsset.h:30
FColor
Definition
Color.h:486
TSoftObjectPtr
Definition
SoftObjectPtr.h:174
Engine
Source
Runtime
Engine
Public
WorldPartition
DataLayer
DataLayerAsset.h
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