UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
WorldPartitionBlueprintLibrary.h
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1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
9#include "WorldPartitionBlueprintLibrary.generated.h"
10
13class UWorldPartition;
15
20USTRUCT(BlueprintType)
22{
24
25 FActorDesc();
26
27#if WITH_EDITOR
29#endif
30
32 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
34
36 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
37 TObjectPtr<UClass> NativeClass;
38
40 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
42
44 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
46
48 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
49 FName Label;
50
52 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
53 FBox Bounds;
54
56 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
57 FName RuntimeGrid;
58
60 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
61 bool bIsSpatiallyLoaded;
62
64 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
65 bool bActorIsEditorOnly;
66
68 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
69 FName ActorPackage;
70
72 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
73 FName ActorPath;
74
76 UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category=Actor)
77 TArray<FSoftObjectPath> DataLayerAssets;
78};
79
80UCLASS(MinimalAPI)
82{
84
85#if WITH_EDITOR
86 static UWorld* GetEditorWorld();
87 static UWorldPartition* GetWorldPartition();
88
89 static void OnWorldPartitionUninitialized(UWorldPartition* InWorldPartition);
92
93 static bool GetActorDescs(const UWorldPartition* WorldPartition, TArray<FActorDesc>& OutActorDescs);
95 static bool GetIntersectingActorDescs(UWorldPartition* WorldPartition, const FBox& InBox, TArray<FActorDesc>& OutActorDescs);
96 static bool GetIntersectingActorDescs(const UActorDescContainerInstance* InContainerInstance, const FBox& InBox, TArray<FActorDesc>& OutActorDescs);
98#endif
99
100public:
105 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
106 static FBox GetEditorWorldBounds();
107
112 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
113 static FBox GetRuntimeWorldBounds();
114
118 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
119 static void LoadActors(const TArray<FGuid>& InActorsToLoad);
120
124 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
125 static void UnloadActors(const TArray<FGuid>& InActorsToUnload);
126
130 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
131 static void PinActors(const TArray<FGuid>& InActorsToPin);
132
136 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
137 static void UnpinActors(const TArray<FGuid>& InActorsToUnpin);
138
143 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
144 static bool GetActorDescs(TArray<FActorDesc>& OutActorDescs);
145
150 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
151 static bool GetIntersectingActorDescs(const FBox& InBox, TArray<FActorDesc>& OutActorDescs);
152
158 UFUNCTION(BlueprintCallable, Category="World Partition", meta=(DevelopmentOnly))
159 static bool GetActorDescsForActors(const TArray<AActor*>& InActors, TArray<FActorDesc>& OutActorDescs);
160
164 UFUNCTION(BlueprintCallable, Category = "World Partition", meta = (WorldContext = "WorldContextObject"))
165 static UDataLayerManager* GetDataLayerManager(class UObject* WorldContextObject);
166};
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_BODY(...)
Definition ObjectMacros.h:765
#define UFUNCTION(...)
Definition ObjectMacros.h:745
#define UCLASS(...)
Definition ObjectMacros.h:776
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
Definition IDelegateInstance.h:14
Definition NameTypes.h:617
Definition WorldPartitionActorDescInstance.h:18
Definition WorldPartitionActorDesc.h:282
Definition Array.h:670
Definition UnrealString.h.inl:34
Definition ActorDescContainerInstance.h:23
Definition BlueprintFunctionLibrary.h:16
Definition Class.h:3793
Definition DataLayerManager.h:48
static UDataLayerManager * GetDataLayerManager(const T *InObject)
Definition DataLayerManager.h:53
Definition Object.h:95
Definition WorldPartitionBlueprintLibrary.h:82
Definition WorldPartition.h:142
Definition World.h:918
Definition WorldPartition.cpp:74
Definition WorldPartitionBlueprintLibrary.h:22
Definition Guid.h:109
Definition SoftObjectPath.h:56
Definition ObjectPtr.h:488