UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FWorldPartitionReplayStreamingSource Member List

This is the complete list of members for FWorldPartitionReplayStreamingSource, including all inherited members.

bBlockOnSlowLoadingFWorldPartitionStreamingSource
bForce2DFWorldPartitionStreamingSource
bRemoteFWorldPartitionStreamingSource
bReplayFWorldPartitionStreamingSource
bUseVelocityContributionToCellsSortingFWorldPartitionStreamingSource
CalcBounds(float InGridLoadingRange, FName InGridName, bool bCalcIn2D=false) constFWorldPartitionStreamingSourceinline
DebugColorFWorldPartitionStreamingSource
ForEachShape(float InGridLoadingRange, bool bInProjectIn2D, TFunctionRef< void(const FSphericalSector &)> InOperation) constFWorldPartitionStreamingSourceinline
ForEachShape(float InGridLoadingRange, FName InGridName, bool bInProjectIn2D, TFunctionRef< void(const FSphericalSector &)> InOperation) constFWorldPartitionStreamingSourceinline
FWorldPartitionReplayStreamingSource()FWorldPartitionReplayStreamingSourceinline
FWorldPartitionReplayStreamingSource(const FWorldPartitionStreamingSource &InStreamingSource)FWorldPartitionReplayStreamingSourceinline
FWorldPartitionReplayStreamingSource(FName InName, const FVector &InLocation, const FRotator &InRotation, EStreamingSourceTargetState InTargetState, bool bInBlockOnSlowLoading, EStreamingSourcePriority InPriority, FVector InVelocity)FWorldPartitionReplayStreamingSourceinline
FWorldPartitionStreamingSource()FWorldPartitionStreamingSourceinline
FWorldPartitionStreamingSource(FName InName, const FVector &InLocation, const FRotator &InRotation, EStreamingSourceTargetState InTargetState, bool bInBlockOnSlowLoading, EStreamingSourcePriority InPriority, bool bRemote, FVector InVelocity=FVector::Zero())FWorldPartitionStreamingSourceinline
FWorldPartitionStreamingSource(const FWorldPartitionStreamingSource &Other)=defaultFWorldPartitionStreamingSource
FWorldPartitionStreamingSource(FWorldPartitionStreamingSource &&Other)=defaultFWorldPartitionStreamingSource
GetDebugColor() constFWorldPartitionStreamingSourceinline
GetHash(bool bInclude3DInformation=true) constFWorldPartitionStreamingSourceinline
GetLocationQuantization()FWorldPartitionStreamingSourceinlinestatic
GetRotationQuantization()FWorldPartitionStreamingSourceinlinestatic
LocationFWorldPartitionStreamingSource
NameFWorldPartitionStreamingSource
operator<<FWorldPartitionReplayStreamingSourcefriend
operator=(const FWorldPartitionStreamingSource &Other)=defaultFWorldPartitionStreamingSource
operator=(FWorldPartitionStreamingSource &&Other)=defaultFWorldPartitionStreamingSource
PriorityFWorldPartitionStreamingSource
RotationFWorldPartitionStreamingSource
ShapesFWorldPartitionStreamingSource
TargetBehaviorFWorldPartitionStreamingSource
TargetGridsFWorldPartitionStreamingSource
TargetHLODLayersFWorldPartitionStreamingSource
TargetStateFWorldPartitionStreamingSource
ToString() constFWorldPartitionStreamingSource
UpdateHash()FWorldPartitionStreamingSource
VelocityFWorldPartitionStreamingSource