UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
MapBuildDataActor.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
7
8#include "MapBuildDataActor.generated.h"
9
10#define UE_API ENGINE_API
11
13
14UCLASS(MinimalAPI, NotPlaceable, HideCategories=(Rendering, Replication, Collision, Physics, Navigation, Networking, Input, Actor, LevelInstance, Cooking))
16{
18
19public:
20
22 UE_API void SetBounds(FBox& Bounds);
23
24#if WITH_EDITOR
26#endif
27
28 UE_API UMapBuildDataRegistry* GetBuildData(bool bCreateIfNotFound = false);
29 UE_API void SetBuildData(UMapBuildDataRegistry* MapBuildData);
30
31 UE_API void LinkToActor(AActor* Actor);
32
33protected:
34 //~ Begin UObject Interface
35 UE_API virtual void PostLoad() override;
36 UE_API virtual void BeginDestroy() override;
37 //~ End UObject Interface
38
39 //~ Begin AActor Interface.
40 UE_API virtual void GetActorBounds(bool bOnlyCollidingComponents, FVector& OutOrigin, FVector& OutBoxExtent, bool bIncludeFromChildActors) const override;
41 UE_API virtual void PreRegisterAllComponents() override;
42 UE_API virtual void PostUnregisterAllComponents() override;
43#if WITH_EDITOR
45 UE_API virtual void PreDuplicateFromRoot(FObjectDuplicationParameters& DupParams) override;
46 UE_API virtual void GetStreamingBounds(FBox& OutRuntimeBounds, FBox& OutEditorBounds) const override;
47#endif
48 //~ End AActor Interface.
49
50 UPROPERTY(NonPIEDuplicateTransient)
52
53 UPROPERTY()
54 TObjectPtr<AActor> ForceLinkToActor;
55
56 UPROPERTY()
57 FBox ActorBounds;
58
59 UPROPERTY()
60 FName CellPackage;
61
62#if WITH_EDITORONLY_DATA
63 UPROPERTY()
64 TArray<FGuid> ActorInstances;
65#endif
66
67 UPROPERTY()
68 FGuid LevelBuildDataId;
69
70 bool bAddedToWorld;
71
72 UE_API void AddToWorldMapBuildData();
73 UE_API void RemoveFromWorldMapBuildData();
74
75 UE_API void InitializeRenderingResources();
76 UE_API void ReleaseRenderingResources();
77
78 friend class FMapBuildDataActorDesc;
79};
80
81#if WITH_EDITOR
82class FMapBuildDataActorDesc : public FWorldPartitionActorDesc
83{
84 friend class AMapBuildDataActor;
85
86 public:
87
89
90 protected:
91
93
94 //~ Begin FWorldPartitionActorDesc Interface.
95 ENGINE_API virtual void Init(const AActor* InActor) override;
96 ENGINE_API virtual bool Equals(const FWorldPartitionActorDesc* Other) const override;
97 virtual uint32 GetSizeOf() const override { return sizeof(FMapBuildDataActorDesc); }
98 ENGINE_API virtual void Serialize(FArchive& Ar) override;
100 //~ End FWorldPartitionActorDesc Interface.
101};
102
104
105#endif
106
107#undef UE_API
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
void Init()
Definition LockFreeList.h:4
#define UE_API
Definition MapBuildDataActor.h:10
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
#define DEFINE_ACTORDESC_TYPE(ActorType, ActorDescType)
Definition WorldPartitionActorDescType.h:36
uint32_t uint32
Definition binka_ue_file_header.h:6
Definition Actor.h:257
Definition MapBuildDataActor.h:16
void SetCellPackage(FName InCellPackage)
Definition MapBuildDataActor.h:21
FName CellPackage
Definition MapBuildDataActor.h:60
friend class FMapBuildDataActorDesc
Definition MapBuildDataActor.h:78
UE_API void SetBounds(FBox &Bounds)
Definition Archive.h:1208
Definition NameTypes.h:617
Definition WorldPartitionActorDescInstance.h:18
Definition WorldPartitionActorDesc.h:282
Definition Array.h:670
Definition UniquePtr.h:107
Definition MapBuildDataRegistry.h:295
virtual ENGINE_API void BeginDestroy() override
Definition MapBuildData.cpp:686
Definition Guid.h:109
Definition UObjectGlobals.h:147
Definition ObjectPtr.h:488