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AActor * | SpawnActor (UClass *Class, FTransform const *Transform, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters()) |
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template<class T > |
T * | SpawnActor (UClass *Class, const FActorSpawnParameters &SpawnParameters=FActorSpawnParameters()) |
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ULevel * | GetPersistentLevel () const |
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void | SetGameInstance (UGameInstance *NewGI) |
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void | Tick (float DeltaSeconds) |
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FORCEINLINE double | GetTimeSeconds () const |
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FORCEINLINE ULevel * | GetCurrentLevel () const |
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bool | AreActorsInitialized () const |
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bool | HasBegunPlay () const |
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void | InitializeNewWorld (const InitializationValues IVS=InitializationValues(), bool bInSkipInitWorld=false) |
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void | InitializeActorsForPlay (const FURL &InURL, bool bResetTime=true) |
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void | ModifyLevel (ULevel *Level) const |
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bool | IsGameWorld () const |
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void | RemoveActor (AActor *Actor, bool bShouldModifyLevel) const |
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bool | ShivaActor (AActor *Actor, bool bNetForce=false, bool bShouldModifyLevel=true) |
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void | AddOnActorSpawnedHandler () const |
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void | RemoveOnActorSpawnedHander () const |
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void | OnActorSpawned () |
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| UObject () |
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virtual void | FinishDestroy () |
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virtual const std::string & | GetDesc () |
| Return a one line description of an object for viewing in the thumbnail view of the generic browser.
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virtual class UWorld * | GetWorld () const |
| Returns what UWorld this object is contained within.
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bool | IsValidChecked (const UObject *Test) |
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virtual void | BeginDestroy () |
| Called before destroying the object. This is called immediately upon deciding to destroy the object, to allow the object to begin an asynchronous cleanup process.
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FORCEINLINE bool | Modify (bool bAlwaysMarkDirty=true) |
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bool | IsSelected () const |
| Test the selection state of a UObject.
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| UObjectBase (UClass *inClass, EObjectFlags inFlags, EInternalObjectFlags inInternalFlags, UObject *inOuter, const std::string &inName) |
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UPackage * | GetPackage () const |
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UPackage * | GetExternalPackage () const |
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bool | IsUnreachable () const |
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FORCEINLINE void | SetInternalIndex (uint32_t StoreIndex) |
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FORCEINLINE uint32_t | GetInterIndex () const |
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void | MarkAsGarbage () |
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void | ClearGarbage () |
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FORCEINLINE const std::string & | GetName () const |
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FORCEINLINE void | SetObjectName (const std::string &aName) |
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FORCEINLINE UObject * | GetOuter () const |
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UObject * | GetTypedOuter (UClass *Target) const |
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template<typename T > |
T * | GetTypedOuter () const |
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bool | IsValidLowLevel () const |
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template<typename OtherClassType > |
FORCEINLINE bool | IsA (OtherClassType SomeBase) const |
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FORCEINLINE UClass * | GetClass () const |
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FORCEINLINE EObjectFlags | GetFlags () const |
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FORCEINLINE void | SetFlags (EObjectFlags NewFlags) |
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FORCEINLINE void | ClearFlags (EObjectFlags NewFlags) |
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FORCEINLINE bool | HasAnyFlags (EObjectFlags FlagsToCheck) const |
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FORCEINLINE bool | HasAnyInternalFlags (EInternalObjectFlags FlagsToCheck) const |
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FORCEINLINE void | SetInternalFlags (EInternalObjectFlags FlagsToSet) const |
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FORCEINLINE void | AddToRoot () |
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The World is the top level object representing a map or a sandbox in which Actors and Components will exist and be rendered.
A World can be a single Persistent Level with an optional list of streaming levels that are loaded and unloaded via volumes and blueprint functions or it can be a collection of levels organized with a World Composition.
In a standalone game, generally only a single World exists except during seamless area transitions when both a destination and current world exists. In the editor many Worlds exist: The level being edited, each PIE instance, each editor tool which has an interactive rendered viewport, and many more.
bool Karma::UWorld::ShivaActor |
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AActor * | Actor, |
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bool | bNetForce = false, |
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bool | bShouldModifyLevel = true ) |
Removes the actor from its level's actor list and generally cleans up the engine's internal state. What this function does not do, but is handled via garbage collection instead, is remove references to this actor from all other actors, and kill the actor's resources. This function is set up so that no problems occur even if the actor is being destroyed inside its recursion stack.
In UE this routine is called DestoryActor, in Karma, obviously, we be using ShivaActor which should mean the same.
- Parameters
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ThisActor | Actor to remove. |
bNetForce | [optional] Ignored unless called during play. Default is false. |
bShouldModifyLevel | [optional] If true, Modify() the level before removing the actor. Default is true. |
- Returns
- true if destroyed or already marked for destruction, false if actor couldn't be destroyed.
- See also
- Actor::DispatchBeginPlay(bool bFromLevelStreaming)