#include <ActorPruningSystem.h>
◆ AActorPruningSystem()
AActorPruningSystem::AActorPruningSystem |
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◆ BeginPlay()
void AActorPruningSystem::BeginPlay |
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overridevirtual |
◆ BuildActorBoundsOverrideList()
bool AActorPruningSystem::BuildActorBoundsOverrideList |
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const FActorPruneInfo & |
ActorPruneInfo | ) |
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◆ BuildShowActorList()
void AActorPruningSystem::BuildShowActorList |
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◆ CallActorPrunerEvents()
void AActorPruningSystem::CallActorPrunerEvents |
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UObject * |
Object, |
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const bool |
bToggle |
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static |
◆ ChunkAndSendShowActorArray()
void AActorPruningSystem::ChunkAndSendShowActorArray |
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const TArray< AActor * > & |
ActorsToShow | ) |
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◆ EndPlay()
void AActorPruningSystem::EndPlay |
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const EEndPlayReason::Type |
EndPlayReason | ) |
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overridevirtual |
◆ HideAllActors()
void AActorPruningSystem::HideAllActors |
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◆ MatchStarted()
void AActorPruningSystem::MatchStarted |
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overridevirtual |
◆ Multicast_ShowActors()
void AActorPruningSystem::Multicast_ShowActors |
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const TArray< AActor * > & |
ActorsToShow | ) |
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◆ SendChunk()
void AActorPruningSystem::SendChunk |
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const TArray< AActor * > |
Chunk | ) |
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◆ SetActorEnabled()
void AActorPruningSystem::SetActorEnabled |
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AActor * |
Actor, |
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const bool |
bToggle |
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◆ SpawnInitialActorsOnServer()
void AActorPruningSystem::SpawnInitialActorsOnServer |
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◆ Tick()
void AActorPruningSystem::Tick |
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float |
DeltaSeconds | ) |
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overridevirtual |
◆ ValidateActorList()
void AActorPruningSystem::ValidateActorList |
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TArray< AActor * > & |
ActorList | ) |
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◆ ActorsToPrune
◆ bDebug
bool AActorPruningSystem::bDebug = false |
◆ ShownActorCount
int32 AActorPruningSystem::ShownActorCount = 0 |
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static |
The documentation for this class was generated from the following files: