ULimenGenerateLevelCollisionProxyAction
Overview
ULimenGenerateLevelCollisionProxyAction is a class derived from UAssetActionUtility. It provides functionality to generate collision proxy actors for selected worlds. The primary responsibilities include iterating through all levels and actors, extracting collision data, and creating corresponding proxy actors with appropriate components (Box, Capsule, Sphere).
Properties
Type | Name | Access | Description |
|---|---|---|---|
| SupportedClasses | Public | List of supported classes for this action. |
Functions
Return Type | Signature | Description |
|---|---|---|
|
| Generates collision proxy actors for all selected worlds. |
|
| Generates collision proxy actors for a given source world and saves the new world to the specified destination path. |
|
| Ensures that an actor has a root component. If not, it creates one. |
|
| Spawns a new box actor with the specified transform and extent. |
|
| Sets common properties for primitive components to ensure they are hidden, non-colliding, and static. |
Usage & Implementation Notes
Threading Constraints: This action should be run in the game thread as it involves modifying the world and creating new actors.
Replication Requirements: Not applicable since this is a local operation within the editor.
Memory Lifetime Management: The generated proxy actors are owned by the new world and will be cleaned up when the world is unloaded or deleted.
Initialization Dependencies: This action depends on the
UEditorUtilityLibraryfor selecting assets, creating new worlds, and saving them.