USMPreviewObject¶
Module: SMPreviewEditor
#include <SMPreviewObject.h>
Inherits from UObject
Description¶
Single object per blueprint to manage simulation data.
Public Functions¶
Protected Functions¶
Name | |
---|---|
void | OnWorldDestroyed(UWorld * World) |
void | GetAllActorReferences(UObject * InObject, TMap< FName, FName > & PropertyNameValue) const |
void | RestoreActorReferences(UObject * InObject, ULevel * InLevel, const TMap< FName, FName > & PropertyNameValue) |
void | SpawnActorForWorld(FSMPreviewObjectSpawner & InOutSpawner) |
AActor * | SpawnActorForWorld(UWorld * InWorld, UClass * ActorClass, AActor * ActorTemplate, const FTransform & Transform) |
void | DestroyActor(AActor * Actor) |
FSMPreviewObjectSpawner * | GetPreviewSpawnerFromActor(AActor * Actor) |
void | BuildActorMap() |
Public Attributes¶
Name | |
---|---|
FOnPreviewObjectChanged | OnPreviewObjectChangedEvent |
FOnPreviewObjectChanged | OnWorldRefreshRequiredEvent |
FOnPreviewObjectChanged | OnSimulationStartedEvent |
FOnPreviewObjectChanged | OnSimulationEndedEvent |
FOnPreviewWorldChanged | OnCurrentWorldChangedEvent |
Public Functions Documentation¶
function
USMPreviewObject¶
function
~USMPreviewObject¶
function
Serialize¶
function
PostEditChangeChainProperty¶
virtual void PostEditChangeChainProperty(
FPropertyChangedChainEvent & PropertyChangedEvent
) override
function
PostEditUndo¶
function
IsEditorOnly¶
function
DECLARE_MULTICAST_DELEGATE_OneParam¶
function
DECLARE_MULTICAST_DELEGATE_OneParam¶
function
InitializeStateMachine¶
Initialize the live state machine instance.
function
ShutdownStateMachine¶
Gracefully shutdown the state machine.
function
SetFromBlueprint¶
Sets state machine properties from a blueprint.
function
GetPreviewStateMachineActor¶
The actor that was spawned in a preview world if any.
function
SetPreviewWorld¶
Call before use so the preview object knows what world to spawn and destroy actors.
function
SetCurrentWorld¶
The current world: either simulation or preview.
function
UpdateGameMode¶
Signal that the game mode has updated.
function
SpawnAllActors¶
Spawns context and all preview actors.
function
DestroyAllActors¶
Destroys context and all preview actors.
function
RefreshPreviewWorldActors¶
Signals to refresh actors, such as after a package has saved.
function
ContainsActor¶
Checks if the actor is contained in the spawned actors.
function
SaveAllActorReferences¶
Save actor reference paths so they can be restored after an editor reset.
function
RestoreAllActorReferences¶
Use saved actor paths to find the real actor references in the world.
function
IsSimulationRunning¶
Checks if a state machine is currently running for simulation.
function
GetPreviewWorld¶
The current preview world if one exists.
function
GetCurrentWorld¶
The preview or simulation world.
function
GetStateMachineTemplate¶
function
SetSimulatedStateMachineInstance¶
function
GetSimulatedStateMachineInstance¶
function
GetGameMode¶
function
ShouldPossessPawnContext¶
function
SetContextActor¶
function
GetContextActor¶
function
AddPreviewActor¶
Create an initial template and spawn the actor.
function
RemovePreviewActor¶
Searches for the preview spawner associated with this actor and removes it and despawns it.
function
NotifySimulationStarted¶
Inform the preview object simulation has started.
function
NotifySimulationEnded¶
Inform the preview object simulation has ended.
function
BindActorDelegates¶
Bind to engine actor delegates.
function
ReleaseActorHandles¶
Safely release and reset all delegate handles.
Protected Functions Documentation¶
function
OnWorldDestroyed¶
function
GetAllActorReferences¶
function
RestoreActorReferences¶
void RestoreActorReferences(
UObject * InObject,
ULevel * InLevel,
const TMap< FName, FName > & PropertyNameValue
)
function
SpawnActorForWorld¶
function
SpawnActorForWorld¶
AActor * SpawnActorForWorld(
UWorld * InWorld,
UClass * ActorClass,
AActor * ActorTemplate,
const FTransform & Transform
)
function
DestroyActor¶
Destroy an actor but will not null out actor from the object spawner.
function
GetPreviewSpawnerFromActor¶
Find the preview reference from an actor.
function
BuildActorMap¶
Quick access to finding a preview spawner given an actor. Should be rebuilt whenever PreviewObjects is modified.
Public Attributes Documentation¶
variable
OnPreviewObjectChangedEvent¶
When a property of the preview object has changed.
variable
OnWorldRefreshRequiredEvent¶
When the preview object needs a new world.
variable
OnSimulationStartedEvent¶
When the simulation first starts.
variable
OnSimulationEndedEvent¶
When the simulation ends.
variable
OnCurrentWorldChangedEvent¶
When a new world has been set such as from preview to simulation or back.
Private Attributes Documentation¶
variable
OnWorldDestroyedHandle¶
variable
PieStartedHandle¶
variable
ActorMovingHandle¶
variable
ActorMovedHandle¶
variable
ActorPropertyChangeHandle¶
variable
PreviewObjects¶
All objects to spawn into the preview world.
variable
ActorNameToPreviewIndex¶
Actor name to the index of the PreviewObjects array.
variable
ContextName¶
Actor name to use as the context.
variable
CachedContextActor¶
Current context actor for this session.
variable
GameMode¶
The game mode to use when simulating.
variable
bPossessPawnContext¶
Possess a pawn context with the default player controller when simulating.
variable
StateMachineTemplate¶
The state machine to spawn into the simulation world.
variable
SimulatedStateMachineInstance¶
The SIMULATED state machine that is running. Hosted under a PreviewStateMachineActor if there is a valid world. This is set externally when a user starts simulation.
variable
ActorPropertyToActorName¶
Full property names mapped to actor names.
variable
PreviewStateMachineInstance¶
The state machine instance in the PREVIEW world.
variable
PreviewStateMachineActor¶
An actor to host a PREVIEW state machine.
variable
PreviewWorld¶
The PREVIEW world if one exists.
variable
CurrentWorld¶
Either preview or simulation.
variable
SpawnedActors¶
Actors currently spawned in the world.
variable
bSpawningActor¶
True only during a spawn.
variable
bDontModify¶
Prevents Modify() from being called.
variable
bIsSaving¶
True during serialize writing.