UDocumentation
UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DataLayerEditorContext.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 "
Engine/EngineTypes.h
"
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#if WITH_EDITOR
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class
UDataLayerInstance;
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class
UWorld
;
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struct
FDataLayerEditorContext
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{
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public
:
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static
const
uint32
EmptyHash = 0;
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FDataLayerEditorContext
() :
Hash
(
FDataLayerEditorContext
::EmptyHash) {}
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ENGINE_API
FDataLayerEditorContext
(
UWorld
*
InWorld
,
const
TArray<FName>
&
InDataLayerInstances
);
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inline
bool
IsEmpty
()
const
{
return
(
Hash
== FDataLayerEditorContext::EmptyHash) && DataLayerInstances.IsEmpty(); }
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inline
uint32
GetHash()
const
{
return
Hash
; }
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inline
const
TArray<FName>
& GetDataLayerInstanceNames()
const
{
return
DataLayerInstances; }
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private
:
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uint32
Hash
;
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TArray<FName>
DataLayerInstances;
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};
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#endif
ECbFieldType::Hash
@ Hash
StaticCastSharedRef
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition
SharedPointer.h:127
EngineTypes.h
EUniqueIdEncodingFlags::IsEmpty
@ IsEmpty
uint32
uint32_t uint32
Definition
binka_ue_file_header.h:6
TArray
Definition
Array.h:670
UWorld
Definition
World.h:918
Engine
Source
Runtime
Engine
Public
WorldPartition
DataLayer
DataLayerEditorContext.h
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