Payback 0.0.1
CK Graduation Project
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ULevelStreamingData 클래스 참조

#include <LevelStreamingData.h>

ULevelStreamingData에 대한 상속 다이어그램 :
Inheritance graph
ULevelStreamingData에 대한 협력 다이어그램:
Collaboration graph

Public 멤버 함수

 ULevelStreamingData ()
 
virtual FPrimaryAssetId GetPrimaryAssetId () const override
 
virtual void OnBundleLoaded_Implementation (FGameplayTag BundleTag) override
 
virtual void OnBundleReleased_Implementation (FGameplayTag BundleTag) override
 
ULevelPlayerPlacerCreatePlayerPlacer (UObject *Outer) const
 
TArray< ULevelStreamingEffect * > CreateEffects (UObject *Outer) const
 
- IDataAssetBundle(으)로부터 상속된 Public 멤버 함수
void OnBundleLoaded (FGameplayTag BundleTag)
 
void OnBundleReleased (FGameplayTag BundleTag)
 

정적 Public 멤버 함수

static FPrimaryAssetId GetPrimaryAssetIdTemplate (const FName &Name)
 

Public 속성

FPrimaryAssetId TargetMap
 
TObjectPtr< ULevelPlayerPlacerPlayerPlacer
 
TObjectPtr< ULevelRuleDataLevelRule
 
TArray< TObjectPtr< ULevelStreamingEffect > > LevelStreamingEffects
 
FGameplayTagContainer UsingBundlesTag
 

생성자 & 소멸자 문서화

◆ ULevelStreamingData()

ULevelStreamingData::ULevelStreamingData ( )
13{ }

멤버 함수 문서화

◆ CreateEffects()

TArray< ULevelStreamingEffect * > ULevelStreamingData::CreateEffects ( UObject *  Outer) const
42{
43 TArray<ULevelStreamingEffect*> Result;
44
45 for (TObjectPtr<ULevelStreamingEffect> Effect : LevelStreamingEffects)
46 {
47 TObjectPtr<ULevelStreamingEffect> TempEffect = CopyTemp(Effect);
48 TempEffect->InitEffect();
49 Result.Add(TempEffect);
50 }
51
52 return Result;
53}
TArray< TObjectPtr< ULevelStreamingEffect > > LevelStreamingEffects
Definition LevelStreamingData.h:53

◆ CreatePlayerPlacer()

ULevelPlayerPlacer * ULevelStreamingData::CreatePlayerPlacer ( UObject *  Outer) const
29{
30 ensureAlwaysMsgf(PlayerPlacer, TEXT("CreateEffects에서 %s가 Nullptr임."), NAMEOF(ULevelPlayerPlacer));
31
32 if (PlayerPlacer == nullptr)
33 {
34 return nullptr;
35 }
36
37 return DuplicateObject<ULevelPlayerPlacer>(PlayerPlacer, Outer);
38}
#define NAMEOF(Type)
Definition CK_UE.h:30
Definition LevelPlayerPlacer.h:17
TObjectPtr< ULevelPlayerPlacer > PlayerPlacer
Definition LevelStreamingData.h:47

◆ GetPrimaryAssetId()

FPrimaryAssetId ULevelStreamingData::GetPrimaryAssetId ( ) const
overridevirtual
23{
24 return GetPrimaryAssetIdTemplate(GetFName());
25}
static FPrimaryAssetId GetPrimaryAssetIdTemplate(const FName &Name)
Definition LevelStreamingData.cpp:16
이 함수 내부에서 호출하는 함수들에 대한 그래프입니다.:

◆ GetPrimaryAssetIdTemplate()

FPrimaryAssetId ULevelStreamingData::GetPrimaryAssetIdTemplate ( const FName &  Name)
static
17{
18 return FPrimaryAssetId(FPrimaryAssetType(TEXT("LevelStreamingData")), Name);
19}
이 함수를 호출하는 함수들에 대한 그래프입니다.:

◆ OnBundleLoaded_Implementation()

virtual void ULevelStreamingData::OnBundleLoaded_Implementation ( FGameplayTag  BundleTag)
inlineoverridevirtual
30{ }

◆ OnBundleReleased_Implementation()

virtual void ULevelStreamingData::OnBundleReleased_Implementation ( FGameplayTag  BundleTag)
inlineoverridevirtual
31{ }

멤버 데이터 문서화

◆ LevelRule

TObjectPtr<ULevelRuleData> ULevelStreamingData::LevelRule

◆ LevelStreamingEffects

TArray<TObjectPtr<ULevelStreamingEffect> > ULevelStreamingData::LevelStreamingEffects

◆ PlayerPlacer

TObjectPtr<ULevelPlayerPlacer> ULevelStreamingData::PlayerPlacer

◆ TargetMap

FPrimaryAssetId ULevelStreamingData::TargetMap

◆ UsingBundlesTag

FGameplayTagContainer ULevelStreamingData::UsingBundlesTag

이 클래스에 대한 문서화 페이지는 다음의 파일들로부터 생성되었습니다.: