UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
DataLayerInstancePrivate.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2#pragma once
3
6
7#include "DataLayerInstancePrivate.generated.h"
8
9UCLASS(Config = Engine, PerObjectConfig, Within = WorldDataLayers, AutoExpandCategories = ("Data Layer|Editor"), MinimalAPI)
10class UDataLayerInstancePrivate : public UDataLayerInstance
11{
13
14public:
15#if WITH_EDITOR
16 ENGINE_API static FName MakeName();
17 ENGINE_API void OnCreated();
18
19 //~ Begin UObject Interface
20 ENGINE_API virtual bool CanEditChange(const FProperty* InProperty) const override;
21 //~ End UObject Interface
22
23 //~ Begin UDataLayerInstance Interface
24 ENGINE_API virtual bool IsReadOnly(FText* OutReason = nullptr) const override;
25 virtual bool SupportsActorFilters() const override { return GetAsset()->SupportsActorFilters(); }
26 virtual bool IsIncludedInActorFilterDefault() const override { return bIsIncludedInActorFilterDefault; }
27 virtual bool CanEditDataLayerShortName() const override { return true; }
28 virtual bool CanAddActor(AActor* InActor, FText* OutReason = nullptr) const override;
29 //~ End UDataLayerInstance Interface
30#endif
31
32 //~ Begin UDataLayerInstance Interface
33 virtual const UDataLayerAsset* GetAsset() const override { return DataLayerAsset; }
34 virtual EDataLayerType GetType() const override { return DataLayerAsset->GetType(); }
35 virtual bool IsRuntime() const override { return DataLayerAsset->IsRuntime(); }
36 virtual FColor GetDebugColor() const override { return DataLayerAsset->GetDebugColor(); }
37 virtual FString GetDataLayerShortName() const override { return ShortName; }
38 virtual FString GetDataLayerFullName() const override { return DataLayerAsset->GetPathName(); }
39 //~ End UDataLayerInstance Interface
40
41protected:
42#if WITH_EDITOR
43 //~ Begin UDataLayerInstance Interface
44 ENGINE_API virtual bool PerformAddActor(AActor* InActor) const override;
45 ENGINE_API virtual bool PerformRemoveActor(AActor* InActor) const override;
46 virtual void PerformSetDataLayerShortName(const FString& InNewShortName) override { ShortName = InNewShortName; }
47 //~ End UDataLayerInstance Interface
48#endif
49
50private:
51 UPROPERTY()
52 FString ShortName;
53
54 UPROPERTY(Category = "Asset", VisibleAnywhere, Instanced)
55 TObjectPtr<UDataLayerAsset> DataLayerAsset;
56
57#if WITH_EDITORONLY_DATA
58 UPROPERTY(Category = "Actor Filter", EditAnywhere, meta = (DisplayName = "Is Included", ToolTip = "Whether actors assigned to this DataLayer are included by default when used in a filter"))
60#endif
61};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
EDataLayerType
Definition DataLayerType.h:9
const bool
Definition NetworkReplayStreaming.h:178
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
Definition Actor.h:257
Definition Engine.Build.cs:7
Definition NameTypes.h:617
Definition UnrealType.h:174
Definition Text.h:385
Definition DataLayerAsset.h:30
Definition DataLayerInstancePrivate.h:11
virtual const UDataLayerAsset * GetAsset() const override
Definition DataLayerInstancePrivate.h:33
virtual FString GetDataLayerFullName() const override
Definition DataLayerInstancePrivate.h:38
virtual FString GetDataLayerShortName() const override
Definition DataLayerInstancePrivate.h:37
virtual FColor GetDebugColor() const override
Definition DataLayerInstancePrivate.h:36
virtual EDataLayerType GetType() const override
Definition DataLayerInstancePrivate.h:34
virtual bool IsRuntime() const override
Definition DataLayerInstancePrivate.h:35
Definition Color.h:486
Definition ObjectPtr.h:488