Jungle_Week1_Team2
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UScene Class Reference

#include <Scene.h>

Inheritance diagram for UScene:
UObject

Public Member Functions

 UScene (UClass *InClass, const FString &InName, UObject *InOuter=nullptr)
 ~UScene () override
template<typename T>
T * SpawnActor (const FString &InName)
void RegisterActor (AActor *InActor)
void DestroyActor (AActor *InActor)
void CleanupDestroyedActors ()
const TArray< AActor * > & GetActors () const
CCameraGetCamera () const
void InitializeDefaultScene (float AspectRatio, ID3D11Device *Device=nullptr)
void LoadSceneFromFile (const FString &FilePath, ID3D11Device *Device=nullptr)
void SaveSceneToFile (const FString &FilePath)
void ClearActors ()
void BeginPlay ()
void Tick (float DeltaTime)
Public Member Functions inherited from UObject
 UObject (uint32 InUUID, size_t InObjectType)
virtual ~UObject ()=default
 UObject (UClass *InClass, FString InName, UObject *InOuter=nullptr)
void * operator new (size_t InSize)
void operator delete (void *InAddress, std::size_t size)
UClassGetClass () const
const FStringGetName () const
UObjectGetOuter () const
bool IsA (const UClass *InClass) const
template<typename T>
T * GetTypedOuter () const
FString GetPathName () const
bool HasAnyFlags (EObjectFlags InFlags) const
bool HasAllFlags (EObjectFlags InFlags) const
void AddFlags (EObjectFlags InFlags)
void ClearFlags (EObjectFlags InFlags)
void MarkPendingKill ()
bool IsPendingKill () const

Static Public Member Functions

static UClassStaticClass ()
Static Public Member Functions inherited from UObject
static int32 GetTotalBytes ()
static int32 GetTotalCounts ()
static UClassStaticClass ()

Additional Inherited Members

Static Public Attributes inherited from UObject
static int32 TotalAllocationBytes = 0
static int32 TotalAllocationCounts = 0

Constructor & Destructor Documentation

◆ UScene()

UScene::UScene ( UClass * InClass,
const FString & InName,
UObject * InOuter = nullptr )

◆ ~UScene()

UScene::~UScene ( )
override

Member Function Documentation

◆ BeginPlay()

void UScene::BeginPlay ( )

◆ CleanupDestroyedActors()

void UScene::CleanupDestroyedActors ( )

◆ ClearActors()

void UScene::ClearActors ( )

◆ DestroyActor()

void UScene::DestroyActor ( AActor * InActor)

◆ GetActors()

const TArray< AActor * > & UScene::GetActors ( ) const
inline

◆ GetCamera()

CCamera * UScene::GetCamera ( ) const
inline

◆ InitializeDefaultScene()

void UScene::InitializeDefaultScene ( float AspectRatio,
ID3D11Device * Device = nullptr )

◆ LoadSceneFromFile()

void UScene::LoadSceneFromFile ( const FString & FilePath,
ID3D11Device * Device = nullptr )

◆ RegisterActor()

void UScene::RegisterActor ( AActor * InActor)

◆ SaveSceneToFile()

void UScene::SaveSceneToFile ( const FString & FilePath)

◆ SpawnActor()

template<typename T>
T * UScene::SpawnActor ( const FString & InName)
inline

◆ StaticClass()

UClass * UScene::StaticClass ( )
static

◆ Tick()

void UScene::Tick ( float DeltaTime)

The documentation for this class was generated from the following files: